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https://github.com/Ryujinx/Ryujinx.git
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468d8f841f
* 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
82 lines
4.1 KiB
C#
82 lines
4.1 KiB
C#
using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.State
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{
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/// <summary>
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/// GPU State item sizes table.
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/// </summary>
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static class GpuStateTable
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{
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/// <summary>
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/// GPU state table item, with size for structures, and count for indexed state data.
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/// </summary>
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public struct TableItem
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{
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/// <summary>
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/// Offset of the data.
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/// </summary>
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public MethodOffset Offset { get; }
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/// <summary>
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/// Size in words.
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/// </summary>
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public int Size { get; }
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/// <summary>
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/// Count for indexed data, or 1 if not indexed.
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/// </summary>
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public int Count { get; }
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/// <summary>
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/// Constructs the table item structure.
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/// </summary>
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/// <param name="offset">Data offset</param>
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/// <param name="type">Data type</param>
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/// <param name="count">Data count, for indexed data</param>
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public TableItem(MethodOffset offset, Type type, int count)
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{
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int sizeInBytes = Marshal.SizeOf(type);
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Debug.Assert((sizeInBytes & 3) == 0);
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Offset = offset;
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Size = sizeInBytes / 4;
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Count = count;
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}
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}
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/// <summary>
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/// Table of GPU state structure sizes and counts.
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/// </summary>
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public static TableItem[] Table = new TableItem[]
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{
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new TableItem(MethodOffset.RtColorState, typeof(RtColorState), 8),
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new TableItem(MethodOffset.ViewportTransform, typeof(ViewportTransform), Constants.TotalViewports),
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new TableItem(MethodOffset.ViewportExtents, typeof(ViewportExtents), Constants.TotalViewports),
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new TableItem(MethodOffset.VertexBufferDrawState, typeof(VertexBufferDrawState), 1),
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new TableItem(MethodOffset.DepthBiasState, typeof(DepthBiasState), 1),
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new TableItem(MethodOffset.ScissorState, typeof(ScissorState), Constants.TotalViewports),
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new TableItem(MethodOffset.StencilBackMasks, typeof(StencilBackMasks), 1),
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new TableItem(MethodOffset.RtDepthStencilState, typeof(RtDepthStencilState), 1),
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new TableItem(MethodOffset.VertexAttribState, typeof(VertexAttribState), 16),
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new TableItem(MethodOffset.RtDepthStencilSize, typeof(Size3D), 1),
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new TableItem(MethodOffset.BlendEnable, typeof(Boolean32), 8),
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new TableItem(MethodOffset.StencilTestState, typeof(StencilTestState), 1),
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new TableItem(MethodOffset.SamplerPoolState, typeof(PoolState), 1),
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new TableItem(MethodOffset.TexturePoolState, typeof(PoolState), 1),
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new TableItem(MethodOffset.StencilBackTestState, typeof(StencilBackTestState), 1),
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new TableItem(MethodOffset.ShaderBaseAddress, typeof(GpuVa), 1),
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new TableItem(MethodOffset.PrimitiveRestartState, typeof(PrimitiveRestartState), 1),
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new TableItem(MethodOffset.IndexBufferState, typeof(IndexBufferState), 1),
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new TableItem(MethodOffset.VertexBufferInstanced, typeof(Boolean32), 16),
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new TableItem(MethodOffset.FaceState, typeof(FaceState), 1),
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new TableItem(MethodOffset.RtColorMask, typeof(RtColorMask), 8),
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new TableItem(MethodOffset.VertexBufferState, typeof(VertexBufferState), 16),
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new TableItem(MethodOffset.BlendState, typeof(BlendState), 8),
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new TableItem(MethodOffset.VertexBufferEndAddress, typeof(GpuVa), 16),
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new TableItem(MethodOffset.ShaderState, typeof(ShaderState), 6),
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};
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}
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} |