Ryujinx/Ryujinx.Graphics.Gpu/State/GpuStateTable.cs
mageven 468d8f841f
Simple GPU fixes (#1093)
* Implement RasterizeEnable

* Match viewport count to hardware

* Simplify ScissorTest tracking around Blits

* Disable RasterizerDiscard around Blits and track its state

* Read RasterizeEnable reg as bool and add doc
2020-04-07 19:19:45 +10:00

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4.1 KiB
C#

using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU State item sizes table.
/// </summary>
static class GpuStateTable
{
/// <summary>
/// GPU state table item, with size for structures, and count for indexed state data.
/// </summary>
public struct TableItem
{
/// <summary>
/// Offset of the data.
/// </summary>
public MethodOffset Offset { get; }
/// <summary>
/// Size in words.
/// </summary>
public int Size { get; }
/// <summary>
/// Count for indexed data, or 1 if not indexed.
/// </summary>
public int Count { get; }
/// <summary>
/// Constructs the table item structure.
/// </summary>
/// <param name="offset">Data offset</param>
/// <param name="type">Data type</param>
/// <param name="count">Data count, for indexed data</param>
public TableItem(MethodOffset offset, Type type, int count)
{
int sizeInBytes = Marshal.SizeOf(type);
Debug.Assert((sizeInBytes & 3) == 0);
Offset = offset;
Size = sizeInBytes / 4;
Count = count;
}
}
/// <summary>
/// Table of GPU state structure sizes and counts.
/// </summary>
public static TableItem[] Table = new TableItem[]
{
new TableItem(MethodOffset.RtColorState, typeof(RtColorState), 8),
new TableItem(MethodOffset.ViewportTransform, typeof(ViewportTransform), Constants.TotalViewports),
new TableItem(MethodOffset.ViewportExtents, typeof(ViewportExtents), Constants.TotalViewports),
new TableItem(MethodOffset.VertexBufferDrawState, typeof(VertexBufferDrawState), 1),
new TableItem(MethodOffset.DepthBiasState, typeof(DepthBiasState), 1),
new TableItem(MethodOffset.ScissorState, typeof(ScissorState), Constants.TotalViewports),
new TableItem(MethodOffset.StencilBackMasks, typeof(StencilBackMasks), 1),
new TableItem(MethodOffset.RtDepthStencilState, typeof(RtDepthStencilState), 1),
new TableItem(MethodOffset.VertexAttribState, typeof(VertexAttribState), 16),
new TableItem(MethodOffset.RtDepthStencilSize, typeof(Size3D), 1),
new TableItem(MethodOffset.BlendEnable, typeof(Boolean32), 8),
new TableItem(MethodOffset.StencilTestState, typeof(StencilTestState), 1),
new TableItem(MethodOffset.SamplerPoolState, typeof(PoolState), 1),
new TableItem(MethodOffset.TexturePoolState, typeof(PoolState), 1),
new TableItem(MethodOffset.StencilBackTestState, typeof(StencilBackTestState), 1),
new TableItem(MethodOffset.ShaderBaseAddress, typeof(GpuVa), 1),
new TableItem(MethodOffset.PrimitiveRestartState, typeof(PrimitiveRestartState), 1),
new TableItem(MethodOffset.IndexBufferState, typeof(IndexBufferState), 1),
new TableItem(MethodOffset.VertexBufferInstanced, typeof(Boolean32), 16),
new TableItem(MethodOffset.FaceState, typeof(FaceState), 1),
new TableItem(MethodOffset.RtColorMask, typeof(RtColorMask), 8),
new TableItem(MethodOffset.VertexBufferState, typeof(VertexBufferState), 16),
new TableItem(MethodOffset.BlendState, typeof(BlendState), 8),
new TableItem(MethodOffset.VertexBufferEndAddress, typeof(GpuVa), 16),
new TableItem(MethodOffset.ShaderState, typeof(ShaderState), 6),
};
}
}