cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
243 lines
22 KiB
C#
243 lines
22 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Buffer;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.CounterEvent;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Program;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Sampler;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Shader;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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static class CommandHelper
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{
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private delegate void CommandDelegate(Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer);
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private static int _totalCommands = (int)Enum.GetValues<CommandType>().Max() + 1;
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private static CommandDelegate[] _lookup = new CommandDelegate[_totalCommands];
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static ref T GetCommand<T>(Span<byte> memory)
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{
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return ref Unsafe.As<byte, T>(ref MemoryMarshal.GetReference(memory));
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}
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public static int GetMaxCommandSize()
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{
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Assembly assembly = typeof(CommandHelper).Assembly;
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IEnumerable<Type> commands = assembly.GetTypes().Where(type => typeof(IGALCommand).IsAssignableFrom(type) && type.IsValueType);
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int maxSize = commands.Max(command =>
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{
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MethodInfo method = typeof(Unsafe).GetMethod(nameof(Unsafe.SizeOf));
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MethodInfo generic = method.MakeGenericMethod(command);
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int size = (int)generic.Invoke(null, null);
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return size;
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});
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InitLookup();
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return maxSize + 1; // 1 byte reserved for command size.
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}
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private static void InitLookup()
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{
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_lookup[(int)CommandType.Action] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ActionCommand.Run(ref GetCommand<ActionCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CompileShader] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CompileShaderCommand.Run(ref GetCommand<CompileShaderCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CreateBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CreateBufferCommand.Run(ref GetCommand<CreateBufferCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CreateProgram] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CreateProgramCommand.Run(ref GetCommand<CreateProgramCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CreateSampler] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CreateSamplerCommand.Run(ref GetCommand<CreateSamplerCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CreateSync] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CreateSyncCommand.Run(ref GetCommand<CreateSyncCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CreateTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CreateTextureCommand.Run(ref GetCommand<CreateTextureCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.GetCapabilities] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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GetCapabilitiesCommand.Run(ref GetCommand<GetCapabilitiesCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.PreFrame] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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PreFrameCommand.Run(ref GetCommand<PreFrameCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ReportCounter] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ReportCounterCommand.Run(ref GetCommand<ReportCounterCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ResetCounter] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ResetCounterCommand.Run(ref GetCommand<ResetCounterCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.UpdateCounters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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UpdateCountersCommand.Run(ref GetCommand<UpdateCountersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.BufferDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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BufferDisposeCommand.Run(ref GetCommand<BufferDisposeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.BufferGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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BufferGetDataCommand.Run(ref GetCommand<BufferGetDataCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.BufferSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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BufferSetDataCommand.Run(ref GetCommand<BufferSetDataCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CounterEventDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CounterEventDisposeCommand.Run(ref GetCommand<CounterEventDisposeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CounterEventFlush] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CounterEventFlushCommand.Run(ref GetCommand<CounterEventFlushCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ProgramDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ProgramDisposeCommand.Run(ref GetCommand<ProgramDisposeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ProgramGetBinary] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ProgramGetBinaryCommand.Run(ref GetCommand<ProgramGetBinaryCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ProgramCheckLink] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ProgramCheckLinkCommand.Run(ref GetCommand<ProgramCheckLinkCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SamplerDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SamplerDisposeCommand.Run(ref GetCommand<SamplerDisposeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ShaderDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ShaderDisposeCommand.Run(ref GetCommand<ShaderDisposeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureCopyTo] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureCopyToCommand.Run(ref GetCommand<TextureCopyToCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureCopyToScaled] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureCopyToScaledCommand.Run(ref GetCommand<TextureCopyToScaledCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureCopyToSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureCopyToSliceCommand.Run(ref GetCommand<TextureCopyToSliceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureCreateView] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureCreateViewCommand.Run(ref GetCommand<TextureCreateViewCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureGetDataCommand.Run(ref GetCommand<TextureGetDataCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureGetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureGetDataSliceCommand.Run(ref GetCommand<TextureGetDataSliceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureRelease] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureReleaseCommand.Run(ref GetCommand<TextureReleaseCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureSetDataCommand.Run(ref GetCommand<TextureSetDataCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureSetDataSliceCommand.Run(ref GetCommand<TextureSetDataSliceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetStorage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureSetStorageCommand.Run(ref GetCommand<TextureSetStorageCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.WindowPresent] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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WindowPresentCommand.Run(ref GetCommand<WindowPresentCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.Barrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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BarrierCommand.Run(ref GetCommand<BarrierCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.BeginTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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BeginTransformFeedbackCommand.Run(ref GetCommand<BeginTransformFeedbackCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ClearBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ClearBufferCommand.Run(ref GetCommand<ClearBufferCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ClearRenderTargetColor] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ClearRenderTargetColorCommand.Run(ref GetCommand<ClearRenderTargetColorCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.ClearRenderTargetDepthStencil] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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ClearRenderTargetDepthStencilCommand.Run(ref GetCommand<ClearRenderTargetDepthStencilCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CommandBufferBarrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CommandBufferBarrierCommand.Run(ref GetCommand<CommandBufferBarrierCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.CopyBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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CopyBufferCommand.Run(ref GetCommand<CopyBufferCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DispatchCompute] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DispatchComputeCommand.Run(ref GetCommand<DispatchComputeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.Draw] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawTextureCommand.Run(ref GetCommand<DrawTextureCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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EndHostConditionalRenderingCommand.Run(renderer);
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_lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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EndTransformFeedbackCommand.Run(ref GetCommand<EndTransformFeedbackCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.MultiDrawIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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MultiDrawIndirectCountCommand.Run(ref GetCommand<MultiDrawIndirectCountCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.MultiDrawIndexedIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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MultiDrawIndexedIndirectCountCommand.Run(ref GetCommand<MultiDrawIndexedIndirectCountCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetAlphaTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetAlphaTestCommand.Run(ref GetCommand<SetAlphaTestCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetBlendState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetBlendStateCommand.Run(ref GetCommand<SetBlendStateCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetDepthBias] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetDepthBiasCommand.Run(ref GetCommand<SetDepthBiasCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetDepthClamp] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetDepthClampCommand.Run(ref GetCommand<SetDepthClampCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetDepthMode] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetDepthModeCommand.Run(ref GetCommand<SetDepthModeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetDepthTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetDepthTestCommand.Run(ref GetCommand<SetDepthTestCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetFaceCulling] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetFaceCullingCommand.Run(ref GetCommand<SetFaceCullingCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetFrontFace] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetFrontFaceCommand.Run(ref GetCommand<SetFrontFaceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetStorageBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetStorageBuffersCommand.Run(ref GetCommand<SetStorageBuffersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetTransformFeedbackBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetTransformFeedbackBuffersCommand.Run(ref GetCommand<SetTransformFeedbackBuffersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetUniformBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetUniformBuffersCommand.Run(ref GetCommand<SetUniformBuffersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetImage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetImageCommand.Run(ref GetCommand<SetImageCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetIndexBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetIndexBufferCommand.Run(ref GetCommand<SetIndexBufferCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetLineParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetLineParametersCommand.Run(ref GetCommand<SetLineParametersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetLogicOpState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetLogicOpStateCommand.Run(ref GetCommand<SetLogicOpStateCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetPatchParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetPatchParametersCommand.Run(ref GetCommand<SetPatchParametersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetPointParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetPointParametersCommand.Run(ref GetCommand<SetPointParametersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetPolygonMode] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetPolygonModeCommand.Run(ref GetCommand<SetPolygonModeCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetPrimitiveRestart] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetPrimitiveRestartCommand.Run(ref GetCommand<SetPrimitiveRestartCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetPrimitiveTopology] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetPrimitiveTopologyCommand.Run(ref GetCommand<SetPrimitiveTopologyCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetProgram] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetProgramCommand.Run(ref GetCommand<SetProgramCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetRasterizerDiscard] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetRasterizerDiscardCommand.Run(ref GetCommand<SetRasterizerDiscardCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetRenderTargetColorMasks] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetRenderTargetColorMasksCommand.Run(ref GetCommand<SetRenderTargetColorMasksCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetRenderTargetScale] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetRenderTargetScaleCommand.Run(ref GetCommand<SetRenderTargetScaleCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetRenderTargets] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetRenderTargetsCommand.Run(ref GetCommand<SetRenderTargetsCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetSampler] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetSamplerCommand.Run(ref GetCommand<SetSamplerCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetScissor] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetScissorCommand.Run(ref GetCommand<SetScissorCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetStencilTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetStencilTestCommand.Run(ref GetCommand<SetStencilTestCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetTextureCommand.Run(ref GetCommand<SetTextureCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetUserClipDistance] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetUserClipDistanceCommand.Run(ref GetCommand<SetUserClipDistanceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetVertexAttribs] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetVertexAttribsCommand.Run(ref GetCommand<SetVertexAttribsCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetVertexBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetVertexBuffersCommand.Run(ref GetCommand<SetVertexBuffersCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetViewports] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetViewportsCommand.Run(ref GetCommand<SetViewportsCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureBarrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureBarrierCommand.Run(ref GetCommand<TextureBarrierCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureBarrierTiled] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureBarrierTiledCommand.Run(ref GetCommand<TextureBarrierTiledCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TryHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TryHostConditionalRenderingCommand.Run(ref GetCommand<TryHostConditionalRenderingCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TryHostConditionalRenderingFlush] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TryHostConditionalRenderingFlushCommand.Run(ref GetCommand<TryHostConditionalRenderingFlushCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.UpdateRenderScale] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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UpdateRenderScaleCommand.Run(ref GetCommand<UpdateRenderScaleCommand>(memory), threaded, renderer);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RunCommand(Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer)
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{
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_lookup[memory[memory.Length - 1]](memory, threaded, renderer);
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}
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}
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}
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