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ryujinx-final/Ryujinx.Graphics.Gpu/Engine/DeviceStateWithShadow.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

95 lines
3.8 KiB
C#

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