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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Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
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Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Draw state.
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/// </summary>
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class DrawState
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{
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/// <summary>
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/// First index to be used for the draw on the index buffer.
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/// </summary>
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public int FirstIndex;
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/// <summary>
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/// Number of indices to be used for the draw on the index buffer.
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/// </summary>
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public int IndexCount;
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/// <summary>
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/// Indicates if the next draw will be a indexed draw.
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/// </summary>
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public bool DrawIndexed;
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/// <summary>
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/// Indicates if any of the currently used vertex shaders reads the instance ID.
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/// </summary>
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public bool VsUsesInstanceId;
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/// <summary>
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/// Indicates if any of the currently used vertex buffers is instanced.
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/// </summary>
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public bool IsAnyVbInstanced;
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/// <summary>
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/// Primitive topology for the next draw.
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/// </summary>
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public PrimitiveTopology Topology;
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/// <summary>
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/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
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/// </summary>
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public IbStreamer IbStreamer = new IbStreamer();
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}
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}
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