using Ryujinx.Graphics.Gpu.State;
using System;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
///
/// GPU macro program.
///
struct Macro
{
///
/// Word offset of the code on the code memory.
///
public int Position { get; }
private bool _executionPending;
private int _argument;
private readonly IMacroEE _executionEngine;
///
/// Creates a new instance of the GPU cached macro program.
///
/// Macro code start position
public Macro(int position)
{
Position = position;
_executionPending = false;
_argument = 0;
if (GraphicsConfig.EnableMacroJit)
{
_executionEngine = new MacroJit();
}
else
{
_executionEngine = new MacroInterpreter();
}
}
///
/// Sets the first argument for the macro call.
///
/// First argument
public void StartExecution(int argument)
{
_argument = argument;
_executionPending = true;
}
///
/// Starts executing the macro program code.
///
/// Program code
/// Current GPU state
public void Execute(ReadOnlySpan code, GpuState state)
{
if (_executionPending)
{
_executionPending = false;
_executionEngine?.Execute(code.Slice(Position), state, _argument);
}
}
///
/// Pushes an argument to the macro call argument FIFO.
///
/// Argument to be pushed
public void PushArgument(int argument)
{
_executionEngine?.Fifo.Enqueue(argument);
}
}
}