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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@ -1,5 +1,4 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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@ -26,11 +25,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public IRenderer Renderer { get; }
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/// <summary>
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/// GPU engine methods processing.
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/// </summary>
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internal Methods Methods { get; }
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/// <summary>
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/// GPU General Purpose FIFO queue.
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/// </summary>
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@ -94,8 +88,6 @@ namespace Ryujinx.Graphics.Gpu
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{
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Renderer = renderer;
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Methods = new Methods(this);
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GPFifo = new GPFifoDevice(this);
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Synchronization = new SynchronizationManager();
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