Archived
1
0
Fork 0
forked from Mirror/Ryujinx
This repository has been archived on 2024-10-11. You can view files and clone it, but cannot push or open issues or pull requests.
jinx/Ryujinx.Graphics.Gpu/Engine/MME/IMacroEE.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

25 lines
748 B
C#

using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Macro Execution Engine interface.
/// </summary>
interface IMacroEE
{
/// <summary>
/// Arguments FIFO.
/// </summary>
Queue<int> Fifo { get; }
/// <summary>
/// Should execute the GPU Macro code being passed.
/// </summary>
/// <param name="code">Code to be executed</param>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument to be passed to the GPU Macro</param>
void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0);
}
}