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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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@ -64,6 +64,17 @@ namespace Ryujinx.Graphics.Gpu
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memoryManager.Physical.BufferCache.NotifyBuffersModified += BufferManager.Rebind;
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}
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/// <summary>
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/// Writes data directly to the state of the specified class.
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/// </summary>
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/// <param name="classId">ID of the class to write the data into</param>
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/// <param name="offset">State offset in bytes</param>
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/// <param name="value">Value to be written</param>
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public void Write(ClassId classId, int offset, uint value)
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{
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_processor.Write(classId, offset, (int)value);
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}
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/// <summary>
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/// Push a GPFIFO entry in the form of a prefetched command buffer.
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/// It is intended to be used by nvservices to handle special cases.
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