private void Send(NvGpuVmm vmm, int value) { GpuMethodCall methCall = new GpuMethodCall(_methAddr, value); _engine.CallMethod(vmm, methCall); _methAddr += _methIncr; }
private void Send(NvGpuVmm Vmm, int Value) { NvGpuPBEntry PBEntry = new NvGpuPBEntry(MethAddr, 0, Value); Engine.CallMethod(Vmm, PBEntry); MethAddr += MethIncr; }
private void Send(AMemory Memory, int Value) { NsGpuPBEntry PBEntry = new NsGpuPBEntry(MethAddr, 0, Value); Engine.CallMethod(Memory, PBEntry); MethAddr += MethIncr; }
private void Send(NvGpuVmm Vmm, int Value) { GpuMethodCall MethCall = new GpuMethodCall(MethAddr, Value); Engine.CallMethod(Vmm, MethCall); MethAddr += MethIncr; }
private void Send(NvGpuVmm Vmm, int Value) { //This is an artificial limit that prevents excessive calls //to VertexEndGl since that triggers rendering, and in the //case that something is bugged and causes an absurd amount of //draw calls, this prevents the system from freezing (and throws instead). if (MethAddr == 0x585 && ++CallCount > MaxCallCountPerRun) { GpuExceptionHelper.ThrowCallCoundExceeded(); } NvGpuPBEntry PBEntry = new NvGpuPBEntry(MethAddr, 0, Value); Engine.CallMethod(Vmm, PBEntry); MethAddr += MethIncr; }