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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@ -1,8 +1,11 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Dma;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Engine.Twod;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using System;
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@ -151,7 +154,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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CopyTexture copyTexture,
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TwodTexture copyTexture,
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ulong offset,
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FormatInfo formatInfo,
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bool preferScaling = true,
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/// <returns>A matching texture, or null if there is no match</returns>
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public Texture FindTexture(
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MemoryManager memoryManager,
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CopyBufferTexture tex,
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DmaTexture tex,
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ulong gpuVa,
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int bpp,
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int stride,
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