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authorgdkchan <gab.dark.100@gmail.com>2021-07-11 17:20:40 -0300
committerGitHub <noreply@github.com>2021-07-11 17:20:40 -0300
commit40b21cc3c4d2622bbd4f88d43073341854d9a671 (patch)
tree6e9dc6a42e7c0bae5b03db468481771d5a6937ef /Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
parentb5190f16810eb77388c861d1d1773e19644808db (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/MethodUniformBufferBind.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs85
1 files changed, 0 insertions, 85 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
deleted file mode 100644
index 0746efa5..00000000
--- a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
+++ /dev/null
@@ -1,85 +0,0 @@
-using Ryujinx.Graphics.Gpu.State;
-
-namespace Ryujinx.Graphics.Gpu.Engine
-{
- partial class Methods
- {
- /// <summary>
- /// Binds a uniform buffer for the vertex shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindVertex(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.Vertex);
- }
-
- /// <summary>
- /// Binds a uniform buffer for the tessellation control shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindTessControl(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.TessellationControl);
- }
-
- /// <summary>
- /// Binds a uniform buffer for the tessellation evaluation shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindTessEvaluation(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.TessellationEvaluation);
- }
-
- /// <summary>
- /// Binds a uniform buffer for the geometry shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindGeometry(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.Geometry);
- }
-
- /// <summary>
- /// Binds a uniform buffer for the fragment shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindFragment(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.Fragment);
- }
-
- /// <summary>
- ///Binds a uniform buffer for the specified shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- /// <param name="type">Shader stage that will access the uniform buffer</param>
- private void UniformBufferBind(GpuState state, int argument, ShaderType type)
- {
- bool enable = (argument & 1) != 0;
-
- int index = (argument >> 4) & 0x1f;
-
- FlushUboDirty(state.Channel.MemoryManager);
-
- if (enable)
- {
- var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
-
- ulong address = uniformBuffer.Address.Pack();
-
- state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
- }
- else
- {
- state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
- }
- }
- }
-} \ No newline at end of file