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* 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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* 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
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* 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
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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.
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* Implement a Macro JIT
* Nit: space
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* Fix GL_INVALID_VALUE on glPointSize calls
* Implement more of Point primitive state
* Use existing Origin enum
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* 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
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* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
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* Implement Constant Color blends and init blend states
* Address gdkchan's comments
Also adds Set methods to GpuState
* Fix descriptions of QueryModified
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* Initial conditional rendering support
* Properly reset state
* Support conditional modes and skeleton a counter cache for future host conditional rendering
* Address PR feedback
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* 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
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Thanks to LDj3SNuD for spotting these
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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.
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tracking, other fixes
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