mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 12:46:41 +00:00
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
95 lines
3.8 KiB
C#
95 lines
3.8 KiB
C#
using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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/// <summary>
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/// State interface with a shadow memory control register.
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/// </summary>
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interface IShadowState
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{
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/// <summary>
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/// MME shadow ram control mode.
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/// </summary>
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SetMmeShadowRamControlMode SetMmeShadowRamControlMode { get; }
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}
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/// <summary>
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/// Represents a device's state, with a additional shadow state.
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/// </summary>
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/// <typeparam name="TState">Type of the state</typeparam>
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class DeviceStateWithShadow<TState> : IDeviceState where TState : unmanaged, IShadowState
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{
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private readonly DeviceState<TState> _state;
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private readonly DeviceState<TState> _shadowState;
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/// <summary>
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/// Current device state.
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/// </summary>
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public ref TState State => ref _state.State;
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/// <summary>
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/// Creates a new instance of the device state, with shadow state.
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/// </summary>
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/// <param name="callbacks">Optional that will be called if a register specified by name is read or written</param>
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/// <param name="debugLogCallback">Optional callback to be used for debug log messages</param>
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public DeviceStateWithShadow(IReadOnlyDictionary<string, RwCallback> callbacks = null, Action<string> debugLogCallback = null)
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{
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_state = new DeviceState<TState>(callbacks, debugLogCallback);
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_shadowState = new DeviceState<TState>();
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}
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/// <summary>
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/// Reads a value from a register.
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/// </summary>
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/// <param name="offset">Register offset in bytes</param>
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/// <returns>Value stored on the register</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int Read(int offset)
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{
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return _state.Read(offset);
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}
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/// <summary>
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/// Writes a value to a register.
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/// </summary>
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/// <param name="offset">Register offset in bytes</param>
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/// <param name="value">Value to be written</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Write(int offset, int value)
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{
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WriteWithRedundancyCheck(offset, value, out _);
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}
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/// <summary>
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/// Writes a value to a register, returning a value indicating if <paramref name="value"/>
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/// is different from the current value on the register.
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/// </summary>
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/// <param name="offset">Register offset in bytes</param>
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/// <param name="value">Value to be written</param>
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/// <param name="changed">True if the value was changed, false otherwise</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void WriteWithRedundancyCheck(int offset, int value, out bool changed)
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{
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var shadowRamControl = _state.State.SetMmeShadowRamControlMode;
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if (shadowRamControl == SetMmeShadowRamControlMode.MethodPassthrough || offset < 0x200)
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{
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_state.WriteWithRedundancyCheck(offset, value, out changed);
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}
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else if (shadowRamControl == SetMmeShadowRamControlMode.MethodTrack ||
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shadowRamControl == SetMmeShadowRamControlMode.MethodTrackWithFilter)
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{
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_shadowState.Write(offset, value);
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_state.WriteWithRedundancyCheck(offset, value, out changed);
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}
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else /* if (shadowRamControl == SetMmeShadowRamControlMode.MethodReplay) */
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{
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Debug.Assert(shadowRamControl == SetMmeShadowRamControlMode.MethodReplay);
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_state.WriteWithRedundancyCheck(offset, _shadowState.Read(offset), out changed);
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}
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}
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}
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}
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