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
This commit is contained in:
gdkchan 2021-07-11 17:20:40 -03:00 committed by GitHub
parent b5190f1681
commit 40b21cc3c4
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111 changed files with 5262 additions and 4020 deletions

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@ -1,5 +1,5 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
@ -45,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// <param name="code">Code of the program to execute</param>
/// <param name="state">Current GPU state</param>
/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
public void Execute(ReadOnlySpan<int> code, GpuState state, int arg0)
public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
{
Reset();
@ -55,7 +55,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
FetchOpCode(code);
while (Step(code, state)) ;
while (Step(code, state))
{
}
// Due to the delay slot, we still need to execute
// one more instruction before we actually exit.
@ -85,7 +87,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// <param name="code">Program code to execute</param>
/// <param name="state">Current GPU state</param>
/// <returns>True to continue execution, false if the program exited</returns>
private bool Step(ReadOnlySpan<int> code, GpuState state)
private bool Step(ReadOnlySpan<int> code, IDeviceState state)
{
int baseAddr = _pc - 1;
@ -193,7 +195,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// </summary>
/// <param name="state">Current GPU state</param>
/// <returns>Operation result</returns>
private int GetAluResult(GpuState state)
private int GetAluResult(IDeviceState state)
{
AluOperation op = (AluOperation)(_opCode & 7);
@ -378,9 +380,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// <param name="state">Current GPU state</param>
/// <param name="reg">Register offset to read</param>
/// <returns>GPU register value</returns>
private int Read(GpuState state, int reg)
private int Read(IDeviceState state, int reg)
{
return state.Read(reg);
return state.Read(reg * 4);
}
/// <summary>
@ -388,11 +390,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="value">Call argument</param>
private void Send(GpuState state, int value)
private void Send(IDeviceState state, int value)
{
MethodParams meth = new MethodParams(_methAddr, value);
state.CallMethod(meth);
state.Write(_methAddr * 4, value);
_methAddr += _methIncr;
}