Implement MME shadow RAM (#987)
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@ -45,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu
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BitwiseNotAnd = 12
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}
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public Queue<int> Fifo { get; private set; }
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public Queue<int> Fifo { get; }
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private int[] _gprs;
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@ -62,6 +62,8 @@ namespace Ryujinx.Graphics.Gpu
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private int _pc;
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private ShadowRamControl _shadowCtrl;
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/// <summary>
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/// Creates a new instance of the macro code interpreter.
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/// </summary>
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@ -78,8 +80,10 @@ namespace Ryujinx.Graphics.Gpu
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/// <param name="mme">Code of the program to execute</param>
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/// <param name="position">Start position to execute</param>
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/// <param name="param">Optional argument passed to the program, 0 if not used</param>
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/// <param name="shadowCtrl">Shadow RAM control register value</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(int[] mme, int position, int param, GpuState state)
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/// <param name="shadowState">Shadow GPU state</param>
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public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
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{
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Reset();
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@ -87,13 +91,15 @@ namespace Ryujinx.Graphics.Gpu
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_pc = position;
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_shadowCtrl = shadowCtrl;
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FetchOpCode(mme);
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while (Step(mme, state));
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while (Step(mme, state, shadowState));
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// Due to the delay slot, we still need to execute
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// one more instruction before we actually exit.
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Step(mme, state);
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Step(mme, state, shadowState);
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}
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/// <summary>
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@ -118,8 +124,9 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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/// <param name="mme">Program code to execute</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="shadowState">Shadow GPU state</param>
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/// <returns>True to continue execution, false if the program exited</returns>
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private bool Step(int[] mme, GpuState state)
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private bool Step(int[] mme, GpuState state, GpuState shadowState)
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{
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int baseAddr = _pc - 1;
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@ -165,7 +172,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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SetDstGpr(FetchParam());
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Send(state, result);
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Send(state, shadowState, result);
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break;
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}
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@ -175,7 +182,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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SetDstGpr(result);
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Send(state, result);
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Send(state, shadowState, result);
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break;
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}
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@ -197,7 +204,7 @@ namespace Ryujinx.Graphics.Gpu
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SetMethAddr(result);
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Send(state, FetchParam());
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Send(state, shadowState, FetchParam());
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break;
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}
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@ -209,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu
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SetMethAddr(result);
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Send(state, (result >> 12) & 0x3f);
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Send(state, shadowState,(result >> 12) & 0x3f);
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break;
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}
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@ -482,9 +489,21 @@ namespace Ryujinx.Graphics.Gpu
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/// Performs a GPU method call.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="shadowState">Shadow GPU state</param>
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/// <param name="value">Call argument</param>
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private void Send(GpuState state, int value)
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private void Send(GpuState state, GpuState shadowState, int value)
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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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shadowState.Write(_methAddr, value);
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}
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else if (_shadowCtrl == ShadowRamControl.Replay)
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{
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value = shadowState.Read(_methAddr);
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}
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MethodParams meth = new MethodParams(_methAddr, value);
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state.CallMethod(meth);
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@ -1,4 +1,5 @@
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using Ryujinx.Graphics.Gpu.State;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu
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{
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@ -61,13 +62,13 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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/// <param name="mme">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(int[] mme, GpuState state)
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public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
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{
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if (_executionPending)
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{
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_executionPending = false;
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_interpreter?.Execute(mme, Position, _argument, state);
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_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state, shadowState);
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}
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}
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@ -84,6 +85,8 @@ namespace Ryujinx.Graphics.Gpu
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private int _currMacroPosition;
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private int _currMacroBindIndex;
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private ShadowRamControl _shadowCtrl;
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private CachedMacro[] _macros;
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private int[] _mme;
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@ -98,6 +101,11 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public GpuState State { get; }
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/// <summary>
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/// Sub-channel shadow GPU state (used as backup storage to restore MME changes).
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/// </summary>
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public GpuState ShadowState { get; }
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/// <summary>
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/// Engine bound to the sub-channel.
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/// </summary>
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@ -109,6 +117,7 @@ namespace Ryujinx.Graphics.Gpu
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public SubChannel()
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{
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State = new GpuState();
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ShadowState = new GpuState();
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}
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}
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@ -188,11 +197,22 @@ namespace Ryujinx.Graphics.Gpu
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break;
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}
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case NvGpuFifoMeth.SetMmeShadowRamControl:
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{
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_shadowCtrl = (ShadowRamControl)meth.Argument;
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break;
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}
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}
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}
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else if (meth.Method < 0xe00)
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{
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_subChannels[meth.SubChannel].State.CallMethod(meth);
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SubChannel sc = _subChannels[meth.SubChannel];
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sc.ShadowState.Write(meth.Method, meth.Argument);
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sc.State.CallMethod(meth);
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}
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else
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{
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@ -209,7 +229,9 @@ namespace Ryujinx.Graphics.Gpu
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if (meth.IsLastCall)
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{
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_macros[macroIndex].Execute(_mme, _subChannels[meth.SubChannel].State);
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SubChannel sc = _subChannels[meth.SubChannel];
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_macros[macroIndex].Execute(_mme, _shadowCtrl, sc.State, sc.ShadowState);
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_context.Methods.PerformDeferredDraws();
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}
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@ -10,6 +10,7 @@ namespace Ryujinx.Graphics.Gpu
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SetMacroUploadAddress = 0x45,
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SendMacroCodeData = 0x46,
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SetMacroBindingIndex = 0x47,
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BindMacro = 0x48
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BindMacro = 0x48,
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SetMmeShadowRamControl = 0x49
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}
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}
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28
Ryujinx.Graphics.Gpu/ShadowRamControl.cs
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28
Ryujinx.Graphics.Gpu/ShadowRamControl.cs
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@ -0,0 +1,28 @@
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Shadow RAM Control setting.
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/// </summary>
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enum ShadowRamControl
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{
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/// <summary>
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/// Track data writes and store them on shadow RAM.
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/// </summary>
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Track = 0,
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/// <summary>
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/// Track data writes and store them on shadow RAM, with filtering.
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/// </summary>
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TrackWithFilter = 1,
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/// <summary>
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/// Writes data directly without storing on shadow RAM.
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/// </summary>
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Passthrough = 2,
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/// <summary>
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/// Ignore data being written and replace with data on shadow RAM instead.
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/// </summary>
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Replay = 3
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}
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}
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