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
25 lines
748 B
C#
25 lines
748 B
C#
using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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/// <summary>
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/// Macro Execution Engine interface.
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/// </summary>
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interface IMacroEE
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{
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/// <summary>
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/// Arguments FIFO.
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/// </summary>
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Queue<int> Fifo { get; }
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/// <summary>
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/// Should execute the GPU Macro code being passed.
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/// </summary>
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/// <param name="code">Code to be executed</param>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument to be passed to the GPU Macro</param>
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void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0);
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}
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}
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