2018-02-04 23:08:20 +00:00
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using System;
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using System.Collections.ObjectModel;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 18:53:23 +00:00
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namespace Ryujinx.Core.Gpu
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2018-02-04 23:08:20 +00:00
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 18:53:23 +00:00
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public struct NvGpuPBEntry
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2018-02-04 23:08:20 +00:00
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{
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2018-04-08 19:17:35 +00:00
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public int Method { get; private set; }
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2018-02-04 23:08:20 +00:00
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public int SubChannel { get; private set; }
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private int[] m_Arguments;
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public ReadOnlyCollection<int> Arguments => Array.AsReadOnly(m_Arguments);
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 18:53:23 +00:00
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public NvGpuPBEntry(int Method, int SubChannel, params int[] Arguments)
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2018-02-04 23:08:20 +00:00
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{
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2018-04-08 19:17:35 +00:00
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this.Method = Method;
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2018-02-04 23:08:20 +00:00
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this.SubChannel = SubChannel;
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this.m_Arguments = Arguments;
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}
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}
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}
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