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
111 changed files with 5262 additions and 4020 deletions

View File

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