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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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@ -3,6 +3,9 @@ using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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/// <summary>
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/// Represents temporary storage used by macros.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 1024)]
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struct MmeShadowScratch
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{
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