Separate GPU engines and make state follow official docs (part 1/2) (#2422)

* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
This commit is contained in:
gdkchan 2021-07-07 20:56:06 -03:00 committed by GitHub
parent 31cbd09a75
commit 8b44eb1c98
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
30 changed files with 2599 additions and 460 deletions

View file

@ -313,26 +313,36 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Gets a texture descriptor used on the compute pipeline.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle, int cbufSlot)
public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot)
{
return _cpBindingsManager.GetTextureDescriptor(state, 0, handle, cbufSlot);
return _cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot);
}
/// <summary>
/// Gets a texture descriptor used on the graphics pipeline.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
public TextureDescriptor GetGraphicsTextureDescriptor(
ulong poolGpuVa,
int bufferIndex,
int maximumId,
int stageIndex,
int handle,
int cbufSlot)
{
return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle, cbufSlot);
return _gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot);
}
/// <summary>