Separate sub-channel state
This commit is contained in:
parent
3ca675223a
commit
2437ccca0e
15 changed files with 213 additions and 198 deletions
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@ -40,133 +40,131 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_bufferManager = new BufferManager(context);
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_textureManager = new TextureManager(context);
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RegisterCallbacks();
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}
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private void RegisterCallbacks()
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public void RegisterCallbacks(GpuState state)
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{
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_context.State.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
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_context.State.RegisterCallback(MethodOffset.LoadInlineData, LoadInlineData);
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state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
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state.RegisterCallback(MethodOffset.LoadInlineData, LoadInlineData);
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_context.State.RegisterCallback(MethodOffset.Dispatch, Dispatch);
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state.RegisterCallback(MethodOffset.Dispatch, Dispatch);
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_context.State.RegisterCallback(MethodOffset.CopyBuffer, CopyBuffer);
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_context.State.RegisterCallback(MethodOffset.CopyTexture, CopyTexture);
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state.RegisterCallback(MethodOffset.CopyBuffer, CopyBuffer);
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state.RegisterCallback(MethodOffset.CopyTexture, CopyTexture);
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_context.State.RegisterCallback(MethodOffset.TextureBarrier, TextureBarrier);
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_context.State.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
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_context.State.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
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state.RegisterCallback(MethodOffset.TextureBarrier, TextureBarrier);
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state.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
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state.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
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_context.State.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
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state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
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_context.State.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
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_context.State.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
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state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
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state.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
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_context.State.RegisterCallback(MethodOffset.IndexBufferCount, SetIndexBufferCount);
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state.RegisterCallback(MethodOffset.IndexBufferCount, SetIndexBufferCount);
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_context.State.RegisterCallback(MethodOffset.Clear, Clear);
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state.RegisterCallback(MethodOffset.Clear, Clear);
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_context.State.RegisterCallback(MethodOffset.Report, Report);
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state.RegisterCallback(MethodOffset.Report, Report);
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_context.State.RegisterCallback(MethodOffset.UniformBufferUpdateData, 16, UniformBufferUpdate);
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state.RegisterCallback(MethodOffset.UniformBufferUpdateData, 16, UniformBufferUpdate);
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_context.State.RegisterCallback(MethodOffset.UniformBufferBindVertex, UniformBufferBindVertex);
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_context.State.RegisterCallback(MethodOffset.UniformBufferBindTessControl, UniformBufferBindTessControl);
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_context.State.RegisterCallback(MethodOffset.UniformBufferBindTessEvaluation, UniformBufferBindTessEvaluation);
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_context.State.RegisterCallback(MethodOffset.UniformBufferBindGeometry, UniformBufferBindGeometry);
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_context.State.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
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state.RegisterCallback(MethodOffset.UniformBufferBindVertex, UniformBufferBindVertex);
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state.RegisterCallback(MethodOffset.UniformBufferBindTessControl, UniformBufferBindTessControl);
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state.RegisterCallback(MethodOffset.UniformBufferBindTessEvaluation, UniformBufferBindTessEvaluation);
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state.RegisterCallback(MethodOffset.UniformBufferBindGeometry, UniformBufferBindGeometry);
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state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
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}
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public Image.Texture GetTexture(ulong address) => _textureManager.Find2(address);
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private void UpdateState()
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private void UpdateState(GpuState state)
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{
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// Shaders must be the first one to be updated if modified, because
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// some of the other state depends on information from the currently
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// bound shaders.
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if (_context.State.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState))
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if (state.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState))
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{
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UpdateShaderState();
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UpdateShaderState(state);
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}
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UpdateRenderTargetStateIfNeeded();
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UpdateRenderTargetStateIfNeeded(state);
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if (_context.State.QueryModified(MethodOffset.DepthTestEnable,
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if (state.QueryModified(MethodOffset.DepthTestEnable,
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MethodOffset.DepthWriteEnable,
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MethodOffset.DepthTestFunc))
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{
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UpdateDepthTestState();
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UpdateDepthTestState(state);
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}
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if (_context.State.QueryModified(MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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if (state.QueryModified(MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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{
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UpdateViewportTransform();
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UpdateViewportTransform(state);
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}
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if (_context.State.QueryModified(MethodOffset.DepthBiasState,
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if (state.QueryModified(MethodOffset.DepthBiasState,
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MethodOffset.DepthBiasFactor,
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MethodOffset.DepthBiasUnits,
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MethodOffset.DepthBiasClamp))
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{
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UpdateDepthBiasState();
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UpdateDepthBiasState(state);
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}
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if (_context.State.QueryModified(MethodOffset.StencilBackMasks,
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if (state.QueryModified(MethodOffset.StencilBackMasks,
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MethodOffset.StencilTestState,
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MethodOffset.StencilBackTestState))
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{
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UpdateStencilTestState();
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UpdateStencilTestState(state);
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}
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// Pools.
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if (_context.State.QueryModified(MethodOffset.SamplerPoolState))
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if (state.QueryModified(MethodOffset.SamplerPoolState))
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{
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UpdateSamplerPoolState();
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UpdateSamplerPoolState(state);
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}
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if (_context.State.QueryModified(MethodOffset.TexturePoolState))
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if (state.QueryModified(MethodOffset.TexturePoolState))
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{
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UpdateTexturePoolState();
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UpdateTexturePoolState(state);
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}
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// Input assembler state.
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if (_context.State.QueryModified(MethodOffset.VertexAttribState))
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if (state.QueryModified(MethodOffset.VertexAttribState))
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{
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UpdateVertexAttribState();
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UpdateVertexAttribState(state);
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}
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if (_context.State.QueryModified(MethodOffset.PrimitiveRestartState))
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if (state.QueryModified(MethodOffset.PrimitiveRestartState))
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{
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UpdatePrimitiveRestartState();
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UpdatePrimitiveRestartState(state);
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}
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if (_context.State.QueryModified(MethodOffset.IndexBufferState))
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if (state.QueryModified(MethodOffset.IndexBufferState))
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{
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UpdateIndexBufferState();
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UpdateIndexBufferState(state);
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}
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if (_context.State.QueryModified(MethodOffset.VertexBufferDrawState,
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if (state.QueryModified(MethodOffset.VertexBufferDrawState,
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MethodOffset.VertexBufferInstanced,
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MethodOffset.VertexBufferState,
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MethodOffset.VertexBufferEndAddress))
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{
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UpdateVertexBufferState();
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UpdateVertexBufferState(state);
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}
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if (_context.State.QueryModified(MethodOffset.FaceState))
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if (state.QueryModified(MethodOffset.FaceState))
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{
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UpdateFaceState();
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UpdateFaceState(state);
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}
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if (_context.State.QueryModified(MethodOffset.RtColorMask))
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if (state.QueryModified(MethodOffset.RtColorMask))
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{
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UpdateRtColorMask();
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UpdateRtColorMask(state);
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}
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if (_context.State.QueryModified(MethodOffset.BlendEnable, MethodOffset.BlendState))
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if (state.QueryModified(MethodOffset.BlendEnable, MethodOffset.BlendState))
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{
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UpdateBlendState();
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UpdateBlendState(state);
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}
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CommitBindings();
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@ -210,27 +208,27 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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private void UpdateRenderTargetStateIfNeeded()
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private void UpdateRenderTargetStateIfNeeded(GpuState state)
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{
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if (_context.State.QueryModified(MethodOffset.RtColorState,
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if (state.QueryModified(MethodOffset.RtColorState,
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MethodOffset.RtDepthStencilState,
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MethodOffset.RtDepthStencilSize,
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MethodOffset.RtDepthStencilEnable))
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{
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UpdateRenderTargetState();
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UpdateRenderTargetState(state);
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}
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}
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private void UpdateRenderTargetState()
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private void UpdateRenderTargetState(GpuState state)
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{
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var msaaMode = _context.State.Get<TextureMsaaMode>(MethodOffset.RtMsaaMode);
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var msaaMode = state.Get<TextureMsaaMode>(MethodOffset.RtMsaaMode);
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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var colorState = _context.State.Get<RtColorState>(MethodOffset.RtColorState, index);
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var colorState = state.Get<RtColorState>(MethodOffset.RtColorState, index);
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if (!IsRtEnabled(colorState))
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{
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@ -252,14 +250,14 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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bool dsEnable = _context.State.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
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bool dsEnable = state.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
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Image.Texture depthStencil = null;
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if (dsEnable)
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{
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var dsState = _context.State.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
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var dsSize = _context.State.Get<Size3D> (MethodOffset.RtDepthStencilSize);
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var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
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var dsSize = state.Get<Size3D> (MethodOffset.RtDepthStencilSize);
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depthStencil = _textureManager.FindOrCreateTexture(
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dsState,
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@ -282,22 +280,22 @@ namespace Ryujinx.Graphics.Gpu.Engine
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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}
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private void UpdateDepthTestState()
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private void UpdateDepthTestState(GpuState state)
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{
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_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
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_context.State.Get<Boolean32>(MethodOffset.DepthTestEnable),
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_context.State.Get<Boolean32>(MethodOffset.DepthWriteEnable),
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_context.State.Get<CompareOp>(MethodOffset.DepthTestFunc)));
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state.Get<Boolean32>(MethodOffset.DepthTestEnable),
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state.Get<Boolean32>(MethodOffset.DepthWriteEnable),
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state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
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}
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private void UpdateViewportTransform()
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private void UpdateViewportTransform(GpuState state)
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{
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Viewport[] viewports = new Viewport[Constants.TotalViewports];
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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var transform = _context.State.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
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var extents = _context.State.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
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var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
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var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
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float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
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float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
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@ -320,13 +318,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetViewports(0, viewports);
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}
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private void UpdateDepthBiasState()
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private void UpdateDepthBiasState(GpuState state)
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{
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var depthBias = _context.State.Get<DepthBiasState>(MethodOffset.DepthBiasState);
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var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
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float factor = _context.State.Get<float>(MethodOffset.DepthBiasFactor);
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float units = _context.State.Get<float>(MethodOffset.DepthBiasUnits);
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float clamp = _context.State.Get<float>(MethodOffset.DepthBiasClamp);
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float factor = state.Get<float>(MethodOffset.DepthBiasFactor);
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float units = state.Get<float>(MethodOffset.DepthBiasUnits);
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float clamp = state.Get<float>(MethodOffset.DepthBiasClamp);
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PolygonModeMask enables = 0;
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@ -337,11 +335,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
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}
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private void UpdateStencilTestState()
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private void UpdateStencilTestState(GpuState state)
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{
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var backMasks = _context.State.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
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var test = _context.State.Get<StencilTestState> (MethodOffset.StencilTestState);
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var backTest = _context.State.Get<StencilBackTestState>(MethodOffset.StencilBackTestState);
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var backMasks = state.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
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var test = state.Get<StencilTestState> (MethodOffset.StencilTestState);
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var backTest = state.Get<StencilBackTestState>(MethodOffset.StencilBackTestState);
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CompareOp backFunc;
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StencilOp backSFail;
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@ -390,29 +388,29 @@ namespace Ryujinx.Graphics.Gpu.Engine
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backMask));
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}
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private void UpdateSamplerPoolState()
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private void UpdateSamplerPoolState(GpuState state)
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{
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var samplerPool = _context.State.Get<PoolState>(MethodOffset.SamplerPoolState);
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var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
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_textureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId);
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}
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private void UpdateTexturePoolState()
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private void UpdateTexturePoolState(GpuState state)
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{
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var texturePool = _context.State.Get<PoolState>(MethodOffset.TexturePoolState);
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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_textureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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_textureManager.SetGraphicsTextureBufferIndex(_context.State.Get<int>(MethodOffset.TextureBufferIndex));
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_textureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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}
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private void UpdateVertexAttribState()
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private void UpdateVertexAttribState(GpuState state)
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{
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VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
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for (int index = 0; index < 16; index++)
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{
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var vertexAttrib = _context.State.Get<VertexAttribState>(MethodOffset.VertexAttribState, index);
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var vertexAttrib = state.Get<VertexAttribState>(MethodOffset.VertexAttribState, index);
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if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
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{
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@ -430,18 +428,18 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.BindVertexAttribs(vertexAttribs);
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}
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private void UpdatePrimitiveRestartState()
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private void UpdatePrimitiveRestartState(GpuState state)
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{
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PrimitiveRestartState primitiveRestart = _context.State.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
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PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
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_context.Renderer.Pipeline.SetPrimitiveRestart(
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primitiveRestart.Enable,
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primitiveRestart.Index);
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}
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private void UpdateIndexBufferState()
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private void UpdateIndexBufferState(GpuState state)
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{
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var indexBuffer = _context.State.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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_firstIndex = indexBuffer.First;
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_indexCount = indexBuffer.Count;
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@ -467,16 +465,16 @@ namespace Ryujinx.Graphics.Gpu.Engine
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// The index buffer affects the vertex buffer size calculation, we
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// need to ensure that they are updated.
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UpdateVertexBufferState();
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UpdateVertexBufferState(state);
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}
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private void UpdateVertexBufferState()
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private void UpdateVertexBufferState(GpuState state)
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{
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_isAnyVbInstanced = false;
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for (int index = 0; index < 16; index++)
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{
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var vertexBuffer = _context.State.Get<VertexBufferState>(MethodOffset.VertexBufferState, index);
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var vertexBuffer = state.Get<VertexBufferState>(MethodOffset.VertexBufferState, index);
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if (!vertexBuffer.UnpackEnable())
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{
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@ -485,13 +483,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
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continue;
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}
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GpuVa endAddress = _context.State.Get<GpuVa>(MethodOffset.VertexBufferEndAddress, index);
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GpuVa endAddress = state.Get<GpuVa>(MethodOffset.VertexBufferEndAddress, index);
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ulong address = vertexBuffer.Address.Pack();
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int stride = vertexBuffer.UnpackStride();
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bool instanced = _context.State.Get<Boolean32>(MethodOffset.VertexBufferInstanced + index);
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bool instanced = state.Get<Boolean32>(MethodOffset.VertexBufferInstanced + index);
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int divisor = instanced ? vertexBuffer.Divisor : 0;
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@ -509,9 +507,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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// For non-indexed draws, we can guess the size from the vertex count
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// and stride.
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int firstInstance = _context.State.Get<int>(MethodOffset.FirstInstance);
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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var drawState = _context.State.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
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}
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@ -520,22 +518,22 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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private void UpdateFaceState()
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private void UpdateFaceState(GpuState state)
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{
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var face = _context.State.Get<FaceState>(MethodOffset.FaceState);
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var face = state.Get<FaceState>(MethodOffset.FaceState);
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_context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
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_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
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}
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private void UpdateRtColorMask()
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private void UpdateRtColorMask(GpuState state)
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{
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uint[] componentMasks = new uint[Constants.TotalRenderTargets];
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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var colorMask = _context.State.Get<RtColorMask>(MethodOffset.RtColorMask, index);
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var colorMask = state.Get<RtColorMask>(MethodOffset.RtColorMask, index);
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uint componentMask = 0;
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@ -550,15 +548,15 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
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}
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|
||||
private void UpdateBlendState()
|
||||
private void UpdateBlendState(GpuState state)
|
||||
{
|
||||
BlendState[] blends = new BlendState[8];
|
||||
|
||||
for (int index = 0; index < 8; index++)
|
||||
{
|
||||
bool enable = _context.State.Get<Boolean32>(MethodOffset.BlendEnable, index);
|
||||
bool enable = state.Get<Boolean32>(MethodOffset.BlendEnable, index);
|
||||
|
||||
var blend = _context.State.Get<BlendState>(MethodOffset.BlendState, index);
|
||||
var blend = state.Get<BlendState>(MethodOffset.BlendState, index);
|
||||
|
||||
BlendDescriptor descriptor = new BlendDescriptor(
|
||||
enable,
|
||||
|
@ -586,7 +584,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
}
|
||||
}
|
||||
|
||||
private void UpdateShaderState()
|
||||
private void UpdateShaderState(GpuState state)
|
||||
{
|
||||
ShaderAddresses addresses = new ShaderAddresses();
|
||||
|
||||
|
@ -594,11 +592,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
|
||||
|
||||
ulong baseAddress = _context.State.Get<GpuVa>(MethodOffset.ShaderBaseAddress).Pack();
|
||||
ulong baseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress).Pack();
|
||||
|
||||
for (int index = 0; index < 6; index++)
|
||||
{
|
||||
var shader = _context.State.Get<ShaderState>(MethodOffset.ShaderState, index);
|
||||
var shader = state.Get<ShaderState>(MethodOffset.ShaderState, index);
|
||||
|
||||
if (!shader.UnpackEnable() && index != 1)
|
||||
{
|
||||
|
@ -711,17 +709,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
return Target.Texture2D;
|
||||
}
|
||||
|
||||
private void TextureBarrier(int argument)
|
||||
private void TextureBarrier(GpuState state, int argument)
|
||||
{
|
||||
_context.Renderer.Pipeline.TextureBarrier();
|
||||
}
|
||||
|
||||
private void InvalidateTextures(int argument)
|
||||
private void InvalidateTextures(GpuState state, int argument)
|
||||
{
|
||||
_textureManager.Flush();
|
||||
}
|
||||
|
||||
private void TextureBarrierTiled(int argument)
|
||||
private void TextureBarrierTiled(GpuState state, int argument)
|
||||
{
|
||||
_context.Renderer.Pipeline.TextureBarrierTiled();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue