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Ryujinx/Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.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

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1.9 KiB
C#

using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuAccessorState
{
/// <summary>
/// GPU virtual address of the texture pool.
/// </summary>
public ulong TexturePoolGpuVa { get; }
/// <summary>
/// Maximum ID of the texture pool.
/// </summary>
public int TexturePoolMaximumId { get; }
/// <summary>
/// Constant buffer slot where the texture handles are located.
/// </summary>
public int TextureBufferIndex { get; }
/// <summary>
/// Early Z force enable.
/// </summary>
public bool EarlyZForce { get; }
/// <summary>
/// Primitive topology of current draw.
/// </summary>
public PrimitiveTopology Topology { get; }
/// <summary>
/// Creates a new instance of the GPU accessor state.
/// </summary>
/// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
/// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
public GpuAccessorState(
ulong texturePoolGpuVa,
int texturePoolMaximumId,
int textureBufferIndex,
bool earlyZForce,
PrimitiveTopology topology)
{
TexturePoolGpuVa = texturePoolGpuVa;
TexturePoolMaximumId = texturePoolMaximumId;
TextureBufferIndex = textureBufferIndex;
EarlyZForce = earlyZForce;
Topology = topology;
}
}
}