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path: root/Ryujinx.Graphics.Gpu/State/GpuState.cs
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2021-07-11Separate GPU engines (part 2/2) (#2440)gdkchan
* 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
2021-07-07Separate GPU engines and make state follow official docs (part 1/2) (#2422)gdkchan
* Use DeviceState for compute and i2m * Migrate 2D class, more comments * Migrate DMA copy engine * Remove now unused code * Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState * More comments * Add logging (disabled) * Add back i2m on 3D engine
2021-06-24Initial support for GPU channels (#2372)gdkchan
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
2021-06-09Do not clear gpu subchannel state on BindChannel (#2348)Mary
This fixes a regression caused by #980, that was causing a crash on New Super Lucky's Tale. As always, this need feedback on possible regression on any games. Fix #2343.
2020-08-03Implement a Macro JIT (#1445)gdkchan
* Implement a Macro JIT * Nit: space
2020-07-20GL: Implement more Point parameters (#1399)mageven
* Fix GL_INVALID_VALUE on glPointSize calls * Implement more of Point primitive state * Use existing Origin enum
2020-07-15Initial transform feedback support (#1370)gdkchan
* Initial transform feedback support * Some nits and fixes * Update ReportCounterType and Write method * Can't change shader or TFB bindings while TFB is active * Fix geometry shader input names with new naming
2020-05-28Fix wrong face culling once and for all (#1277)gdkchan
* Viewport swizzle support on NV and clip origin * Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported * Address PR feedback
2020-04-27Fix shadow RAM affecting MME methods (#1168)gdkchan
2020-04-25Fix building of previous commitThog
2020-04-25Fix MME shadow RAM implementation (#1051)gdkchan
2020-04-25Implement Constant Color blends (#1119)mageven
* Implement Constant Color blends and init blend states * Address gdkchan's comments Also adds Set methods to GpuState * Fix descriptions of QueryModified
2020-04-22Initial conditional rendering support (#1012)gdkchan
* Initial conditional rendering support * Properly reset state * Support conditional modes and skeleton a counter cache for future host conditional rendering * Address PR feedback
2020-04-16Fix oversight in depth range initialization from PR #1093 (#1112)mageven
2020-04-07Simple GPU fixes (#1093)mageven
* Implement RasterizeEnable * Match viewport count to hardware * Simplify ScissorTest tracking around Blits * Disable RasterizerDiscard around Blits and track its state * Read RasterizeEnable reg as bool and add doc
2020-01-22Ignore exit flag on branch delay slot (#899)gdkchan
2020-01-09Fix some spelling mistakesgdkchan
Thanks to LDj3SNuD for spotting these
2020-01-09Address PR feedbackgdkchan
2020-01-09Add XML documentation to Ryujinx.Graphics.Gpu.Stategdkchan
2020-01-09Support shared color mask, implement more shader instructionsgdkchan
Support shared color masks (used by Nouveau and maybe the NVIDIA driver). Support draw buffers (also required by OpenGL). Support viewport transform disable (disabled for now as it breaks some games). Fix instanced rendering draw being ignored for multi draw. Fix IADD and IADD3 immediate shader encodings, that was not matching some ops. Implement FFMA32I shader instruction. Implement IMAD shader instruction.
2020-01-09Initial support for the guest OpenGL driver (NVIDIA and Nouveau)gdkchan
2020-01-09Small optimizations on texture and sampler pool invalidationgdk
2020-01-09Separate sub-channel stategdk
2020-01-09Add per-source type memory change tracking, simplified state change ↵gdk
tracking, other fixes
2020-01-09Initial workgdk