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@@ -12,7 +12,8 @@ namespace Ryujinx.Graphics.Gpu.State
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public delegate void MethodCallback(GpuState state, int argument);
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- private int[] _backingMemory;
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+ private readonly int[] _memory;
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+ private readonly int[] _shadow;
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/// <summary>
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/// GPU register information.
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@@ -29,14 +30,15 @@ namespace Ryujinx.Graphics.Gpu.State
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public bool Modified;
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}
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- private Register[] _registers;
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+ private readonly Register[] _registers;
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/// <summary>
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/// Creates a new instance of the GPU state.
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/// </summary>
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public GpuState()
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{
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- _backingMemory = new int[RegistersCount];
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+ _memory = new int[RegistersCount];
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+ _shadow = new int[RegistersCount];
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_registers = new Register[RegistersCount];
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@@ -62,25 +64,40 @@ namespace Ryujinx.Graphics.Gpu.State
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}
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}
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- InitializeDefaultState();
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+ InitializeDefaultState(_memory);
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+ InitializeDefaultState(_shadow);
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}
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/// <summary>
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/// Calls a GPU method, using this state.
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/// </summary>
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/// <param name="meth">The GPU method to be called</param>
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- public void CallMethod(MethodParams meth)
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+ /// <param name="shadowCtrl">Shadow RAM control register value</param>
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+ public void CallMethod(MethodParams meth, ShadowRamControl shadowCtrl)
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{
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+ int value = meth.Argument;
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+
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+ // TODO: Figure out what TrackWithFilter does, compared to Track.
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+ if (shadowCtrl == ShadowRamControl.Track ||
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+ shadowCtrl == ShadowRamControl.TrackWithFilter)
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+ {
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+ _shadow[meth.Method] = value;
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+ }
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+ else if (shadowCtrl == ShadowRamControl.Replay)
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+ {
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+ value = _shadow[meth.Method];
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+ }
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+
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Register register = _registers[meth.Method];
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- if (_backingMemory[meth.Method] != meth.Argument)
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+ if (_memory[meth.Method] != value)
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{
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_registers[(int)register.BaseOffset].Modified = true;
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}
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- _backingMemory[meth.Method] = meth.Argument;
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+ _memory[meth.Method] = value;
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- register.Callback?.Invoke(this, meth.Argument);
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+ register.Callback?.Invoke(this, value);
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}
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/// <summary>
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@@ -90,7 +107,7 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <returns>Data at the register</returns>
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public int Read(int offset)
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{
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- return _backingMemory[offset];
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+ return _memory[offset];
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}
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/// <summary>
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@@ -100,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <param name="value">Value to be written</param>
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public void Write(int offset, int value)
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{
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- _backingMemory[offset] = value;
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+ _memory[offset] = value;
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}
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/// <summary>
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@@ -109,29 +126,29 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <param name="offset">The offset to be written</param>
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public void SetUniformBufferOffset(int offset)
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{
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- _backingMemory[(int)MethodOffset.UniformBufferState + 3] = offset;
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+ _memory[(int)MethodOffset.UniformBufferState + 3] = offset;
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}
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/// <summary>
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/// Initializes registers with the default state.
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/// </summary>
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- private void InitializeDefaultState()
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+ private static void InitializeDefaultState(int[] memory)
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{
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// Enable Rasterizer
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- _backingMemory[(int)MethodOffset.RasterizeEnable] = 1;
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+ memory[(int)MethodOffset.RasterizeEnable] = 1;
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// Depth ranges.
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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- _backingMemory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
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- _backingMemory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
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+ memory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
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+ memory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
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}
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// Viewport transform enable.
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- _backingMemory[(int)MethodOffset.ViewportTransformEnable] = 1;
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+ memory[(int)MethodOffset.ViewportTransformEnable] = 1;
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// Default front stencil mask.
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- _backingMemory[0x4e7] = 0xff;
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+ memory[0x4e7] = 0xff;
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// Conditional rendering condition.
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_backingMemory[0x556] = (int)Condition.Always;
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@@ -139,7 +156,7 @@ namespace Ryujinx.Graphics.Gpu.State
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// Default color mask.
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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- _backingMemory[(int)MethodOffset.RtColorMask + index] = 0x1111;
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+ memory[(int)MethodOffset.RtColorMask + index] = 0x1111;
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}
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// Default blend states
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@@ -342,7 +359,7 @@ namespace Ryujinx.Graphics.Gpu.State
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/// <returns>The data at the specified location</returns>
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public T Get<T>(MethodOffset offset) where T : struct
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{
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- return MemoryMarshal.Cast<int, T>(_backingMemory.AsSpan().Slice((int)offset))[0];
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+ return MemoryMarshal.Cast<int, T>(_memory.AsSpan().Slice((int)offset))[0];
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}
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/// <summary>
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