diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2021-07-11 17:20:40 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-07-11 17:20:40 -0300 |
| commit | 40b21cc3c4d2622bbd4f88d43073341854d9a671 (patch) | |
| tree | 6e9dc6a42e7c0bae5b03db468481771d5a6937ef /Ryujinx.Graphics.Gpu/Engine/InlineToMemory | |
| parent | b5190f16810eb77388c861d1d1773e19644808db (diff) | |
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
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/InlineToMemory')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs b/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs index 0e7d6fb0..cb4133ec 100644 --- a/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs +++ b/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs @@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory /// <param name="context">GPU context</param> /// <param name="channel">GPU channel</param> /// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param> - protected InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState) + public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState) { _context = context; _channel = channel; @@ -70,20 +70,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory /// </summary> /// <param name="offset">Register byte offset</param> /// <returns>Data at the specified offset</returns> - public virtual int Read(int offset) => _state.Read(offset); + public int Read(int offset) => _state.Read(offset); /// <summary> /// Writes data to the class registers. /// </summary> /// <param name="offset">Register byte offset</param> /// <param name="data">Data to be written</param> - public virtual void Write(int offset, int data) => _state.Write(offset, data); + public void Write(int offset, int data) => _state.Write(offset, data); /// <summary> /// Launches Inline-to-Memory engine DMA copy. /// </summary> /// <param name="argument">Method call argument</param> - protected virtual void LaunchDma(int argument) + private void LaunchDma(int argument) { LaunchDma(ref _state.State, argument); } @@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory /// </summary> /// <param name="state">Current class state</param> /// <param name="argument">Method call argument</param> - protected void LaunchDma(ref InlineToMemoryClassState state, int argument) + public void LaunchDma(ref InlineToMemoryClassState state, int argument) { _isLinear = (argument & 1) != 0; @@ -131,7 +131,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory /// Pushes a word of data to the Inline-to-Memory engine. /// </summary> /// <param name="argument">Method call argument</param> - protected void LoadInlineData(int argument) + public void LoadInlineData(int argument) { if (!_finished) { |
