Fix MME shadow RAM implementation (#1051)
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1c9aba6de1
commit
9261ec6bc8
3 changed files with 50 additions and 59 deletions
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@ -82,8 +82,7 @@ namespace Ryujinx.Graphics.Gpu
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/// <param name="param">Optional argument passed to the program, 0 if not used</param>
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/// <param name="shadowCtrl">Shadow RAM control register value</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="shadowState">Shadow GPU state</param>
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public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
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public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state)
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{
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Reset();
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@ -95,11 +94,11 @@ namespace Ryujinx.Graphics.Gpu
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FetchOpCode(mme);
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while (Step(mme, state, shadowState));
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while (Step(mme, state));
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// Due to the delay slot, we still need to execute
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// one more instruction before we actually exit.
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Step(mme, state, shadowState);
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Step(mme, state);
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}
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/// <summary>
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@ -124,9 +123,8 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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/// <param name="mme">Program code to execute</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="shadowState">Shadow GPU state</param>
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/// <returns>True to continue execution, false if the program exited</returns>
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private bool Step(int[] mme, GpuState state, GpuState shadowState)
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private bool Step(int[] mme, GpuState state)
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{
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int baseAddr = _pc - 1;
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@ -172,7 +170,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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SetDstGpr(FetchParam());
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Send(state, shadowState, result);
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Send(state, result);
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break;
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}
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@ -182,7 +180,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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SetDstGpr(result);
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Send(state, shadowState, result);
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Send(state, result);
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break;
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}
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@ -204,7 +202,7 @@ namespace Ryujinx.Graphics.Gpu
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SetMethAddr(result);
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Send(state, shadowState, FetchParam());
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Send(state, FetchParam());
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break;
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}
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@ -216,7 +214,7 @@ namespace Ryujinx.Graphics.Gpu
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SetMethAddr(result);
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Send(state, shadowState,(result >> 12) & 0x3f);
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Send(state, (result >> 12) & 0x3f);
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break;
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}
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@ -489,24 +487,12 @@ namespace Ryujinx.Graphics.Gpu
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/// Performs a GPU method call.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="shadowState">Shadow GPU state</param>
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/// <param name="value">Call argument</param>
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private void Send(GpuState state, GpuState shadowState, int value)
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private void Send(GpuState state, int value)
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{
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// TODO: Figure out what TrackWithFilter does, compared to Track.
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if (_shadowCtrl == ShadowRamControl.Track ||
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_shadowCtrl == ShadowRamControl.TrackWithFilter)
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{
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shadowState.Write(_methAddr, value);
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}
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else if (_shadowCtrl == ShadowRamControl.Replay)
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{
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value = shadowState.Read(_methAddr);
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}
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MethodParams meth = new MethodParams(_methAddr, value);
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state.CallMethod(meth);
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state.CallMethod(meth, _shadowCtrl);
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_methAddr += _methIncr;
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}
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@ -62,13 +62,13 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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/// <param name="mme">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
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public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state)
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{
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if (_executionPending)
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{
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_executionPending = false;
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_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state, shadowState);
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_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state);
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}
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}
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@ -101,11 +101,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public GpuState State { get; }
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/// <summary>
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/// Sub-channel shadow GPU state (used as backup storage to restore MME changes).
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/// </summary>
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public GpuState ShadowState { get; }
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/// <summary>
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/// Engine bound to the sub-channel.
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/// </summary>
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@ -117,7 +112,6 @@ namespace Ryujinx.Graphics.Gpu
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public SubChannel()
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{
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State = new GpuState();
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ShadowState = new GpuState();
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}
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}
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@ -202,11 +196,7 @@ namespace Ryujinx.Graphics.Gpu
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}
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else if (meth.Method < 0xe00)
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{
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SubChannel sc = _subChannels[meth.SubChannel];
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sc.ShadowState.Write(meth.Method, meth.Argument);
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sc.State.CallMethod(meth);
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_subChannels[meth.SubChannel].State.CallMethod(meth, _shadowCtrl);
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}
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else
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{
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@ -223,9 +213,7 @@ namespace Ryujinx.Graphics.Gpu
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if (meth.IsLastCall)
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{
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SubChannel sc = _subChannels[meth.SubChannel];
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_macros[macroIndex].Execute(_mme, _shadowCtrl, sc.State, sc.ShadowState);
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_macros[macroIndex].Execute(_mme, _shadowCtrl, _subChannels[meth.SubChannel].State);
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_context.Methods.PerformDeferredDraws();
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}
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@ -12,7 +12,8 @@ namespace Ryujinx.Graphics.Gpu.State
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public delegate void MethodCallback(GpuState state, int argument);
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private int[] _backingMemory;
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private readonly int[] _memory;
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private readonly int[] _shadow;
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/// <summary>
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/// GPU register information.
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@ -29,14 +30,15 @@ namespace Ryujinx.Graphics.Gpu.State
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public bool Modified;
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}
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private Register[] _registers;
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private readonly Register[] _registers;
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/// <summary>
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/// Creates a new instance of the GPU state.
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/// </summary>
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public GpuState()
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{
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_backingMemory = new int[RegistersCount];
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_memory = new int[RegistersCount];
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_shadow = new int[RegistersCount];
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_registers = new Register[RegistersCount];
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@ -62,25 +64,40 @@ namespace Ryujinx.Graphics.Gpu.State
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}
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}
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InitializeDefaultState();
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InitializeDefaultState(_memory);
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InitializeDefaultState(_shadow);
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}
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/// <summary>
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/// Calls a GPU method, using this state.
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/// </summary>
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/// <param name="meth">The GPU method to be called</param>
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public void CallMethod(MethodParams meth)
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/// <param name="shadowCtrl">Shadow RAM control register value</param>
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public void CallMethod(MethodParams meth, ShadowRamControl shadowCtrl)
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{
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int value = meth.Argument;
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// TODO: Figure out what TrackWithFilter does, compared to Track.
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if (shadowCtrl == ShadowRamControl.Track ||
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shadowCtrl == ShadowRamControl.TrackWithFilter)
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{
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_shadow[meth.Method] = value;
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}
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else if (shadowCtrl == ShadowRamControl.Replay)
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{
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value = _shadow[meth.Method];
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}
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Register register = _registers[meth.Method];
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if (_backingMemory[meth.Method] != meth.Argument)
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if (_memory[meth.Method] != value)
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{
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_registers[(int)register.BaseOffset].Modified = true;
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}
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_backingMemory[meth.Method] = meth.Argument;
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_memory[meth.Method] = value;
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register.Callback?.Invoke(this, meth.Argument);
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register.Callback?.Invoke(this, value);
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}
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/// <summary>
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@ -90,7 +107,7 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <returns>Data at the register</returns>
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public int Read(int offset)
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{
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return _backingMemory[offset];
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return _memory[offset];
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}
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/// <summary>
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@ -100,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <param name="value">Value to be written</param>
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public void Write(int offset, int value)
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{
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_backingMemory[offset] = value;
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_memory[offset] = value;
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}
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/// <summary>
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@ -109,29 +126,29 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <param name="offset">The offset to be written</param>
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public void SetUniformBufferOffset(int offset)
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{
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_backingMemory[(int)MethodOffset.UniformBufferState + 3] = offset;
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_memory[(int)MethodOffset.UniformBufferState + 3] = offset;
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}
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/// <summary>
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/// Initializes registers with the default state.
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/// </summary>
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private void InitializeDefaultState()
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private static void InitializeDefaultState(int[] memory)
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{
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// Enable Rasterizer
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_backingMemory[(int)MethodOffset.RasterizeEnable] = 1;
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memory[(int)MethodOffset.RasterizeEnable] = 1;
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// Depth ranges.
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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_backingMemory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
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_backingMemory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
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memory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
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memory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
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}
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// Viewport transform enable.
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_backingMemory[(int)MethodOffset.ViewportTransformEnable] = 1;
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memory[(int)MethodOffset.ViewportTransformEnable] = 1;
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// Default front stencil mask.
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_backingMemory[0x4e7] = 0xff;
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memory[0x4e7] = 0xff;
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// Conditional rendering condition.
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_backingMemory[0x556] = (int)Condition.Always;
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@ -139,7 +156,7 @@ namespace Ryujinx.Graphics.Gpu.State
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// Default color mask.
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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_backingMemory[(int)MethodOffset.RtColorMask + index] = 0x1111;
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memory[(int)MethodOffset.RtColorMask + index] = 0x1111;
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}
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// Default blend states
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@ -342,7 +359,7 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <returns>The data at the specified location</returns>
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public T Get<T>(MethodOffset offset) where T : struct
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{
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return MemoryMarshal.Cast<int, T>(_backingMemory.AsSpan().Slice((int)offset))[0];
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return MemoryMarshal.Cast<int, T>(_memory.AsSpan().Slice((int)offset))[0];
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}
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/// <summary>
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