Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
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@ -1,5 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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@ -36,9 +36,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="state">Current GPU state</param>
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/// <param name="reg">Register offset to read</param>
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/// <returns>GPU register value</returns>
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public static int Read(GpuState state, int reg)
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public static int Read(IDeviceState state, int reg)
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{
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return state.Read(reg);
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return state.Read(reg * 4);
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}
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/// <summary>
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@ -47,11 +47,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="value">Call argument</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="methAddr">Address, in words, of the method</param>
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public static void Send(int value, GpuState state, int methAddr)
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public static void Send(int value, IDeviceState state, int methAddr)
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{
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MethodParams meth = new MethodParams(methAddr, value);
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state.CallMethod(meth);
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state.Write(methAddr * 4, value);
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}
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}
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}
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