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* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
53 lines
1.4 KiB
C#
53 lines
1.4 KiB
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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/// FIFO word.
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/// </summary>
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readonly struct FifoWord
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{
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/// <summary>
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/// GPU virtual address where the word is located in memory.
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/// </summary>
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public ulong GpuVa { get; }
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/// <summary>
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/// Word value.
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/// </summary>
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public int Word { get; }
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/// <summary>
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/// Creates a new FIFO word.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the word is located in memory</param>
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/// <param name="word">Word value</param>
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public FifoWord(ulong gpuVa, int word)
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{
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GpuVa = gpuVa;
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Word = word;
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}
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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<FifoWord> 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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