forked from Mirror/Ryujinx
5a7df48975
* Add new structures from official docs, start migrating GPFifo * Finish migration to new GPFifo processor * Implement fast constant buffer data upload * Migrate to new GPFifo class * XML docs
41 lines
No EOL
1.5 KiB
C#
41 lines
No EOL
1.5 KiB
C#
using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">New uniform buffer data word</param>
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private void UniformBufferUpdate(GpuState state, int argument)
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{
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var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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_context.MemoryAccessor.Write(uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset, argument);
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state.SetUniformBufferOffset(uniformBuffer.Offset + 4);
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="data">Data to be written to the uniform buffer</param>
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public void UniformBufferUpdate(GpuState state, ReadOnlySpan<int> data)
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{
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var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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_context.MemoryAccessor.Write(uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset, MemoryMarshal.Cast<int, byte>(data));
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state.SetUniformBufferOffset(uniformBuffer.Offset + data.Length * 4);
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_context.AdvanceSequence();
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}
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}
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} |