R/Ryujinx.Graphics.Gpu/Engine/MmeShadowScratch.cs
gdkchan 40b21cc3c4
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
2021-07-11 17:20:40 -03:00

18 lines
513 B
C#

using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// Represents temporary storage used by macros.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 1024)]
struct MmeShadowScratch
{
#pragma warning disable CS0169
private uint _e0;
#pragma warning restore CS0169
public ref uint this[int index] => ref ToSpan()[index];
public Span<uint> ToSpan() => MemoryMarshal.CreateSpan(ref _e0, 256);
}
}