forked from Mirror/Ryujinx
40b21cc3c4
* 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
77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
using Ryujinx.Graphics.Device;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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/// <summary>
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/// GPU macro program.
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/// </summary>
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struct Macro
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{
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/// <summary>
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/// Word offset of the code on the code memory.
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/// </summary>
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public int Position { get; }
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private bool _executionPending;
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private int _argument;
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private readonly IMacroEE _executionEngine;
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/// <summary>
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/// Creates a new instance of the GPU cached macro program.
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/// </summary>
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/// <param name="position">Macro code start position</param>
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public Macro(int position)
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{
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Position = position;
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_executionPending = false;
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_argument = 0;
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if (GraphicsConfig.EnableMacroJit)
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{
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_executionEngine = new MacroJit();
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}
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else
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{
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_executionEngine = new MacroInterpreter();
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}
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}
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/// <summary>
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/// Sets the first argument for the macro call.
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/// </summary>
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/// <param name="argument">First argument</param>
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public void StartExecution(int argument)
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{
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_argument = argument;
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_executionPending = true;
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}
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/// <summary>
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/// Starts executing the macro program code.
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/// </summary>
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/// <param name="code">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(ReadOnlySpan<int> code, IDeviceState state)
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{
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if (_executionPending)
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{
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_executionPending = false;
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_executionEngine?.Execute(code.Slice(Position), state, _argument);
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}
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}
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/// <summary>
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/// Pushes an argument to the macro call argument FIFO.
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/// </summary>
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/// <param name="argument">Argument to be pushed</param>
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public void PushArgument(int argument)
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{
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_executionEngine?.Fifo.Enqueue(argument);
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}
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}
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}
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