GPU: Swap bindings array instead of copying (#4003)
* GPU: Swap bindings array instead of copying Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data. Downside: bindings arrays are no longer readonly. * Micro optimisation * Add missing docs * Address Feedback
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7 changed files with 162 additions and 252 deletions
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@ -57,45 +57,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Rents the texture bindings array of the compute pipeline.
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/// Sets the texture and image bindings for the compute pipeline.
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/// </summary>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentComputeTextureBindings(int count)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetComputeBindings(CachedShaderBindings bindings)
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{
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return _cpBindingsManager.RentTextureBindings(0, count);
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_cpBindingsManager.SetBindings(bindings);
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}
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/// <summary>
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/// Rents the texture bindings array for a given stage on the graphics pipeline.
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/// Sets the texture and image bindings for the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the textures</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentGraphicsTextureBindings(int stage, int count)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetGraphicsBindings(CachedShaderBindings bindings)
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{
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return _gpBindingsManager.RentTextureBindings(stage, count);
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}
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/// <summary>
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/// Rents the image bindings array of the compute pipeline.
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/// </summary>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentComputeImageBindings(int count)
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{
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return _cpBindingsManager.RentImageBindings(0, count);
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}
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/// <summary>
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/// Rents the image bindings array for a given stage on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the images</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentGraphicsImageBindings(int stage, int count)
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{
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return _gpBindingsManager.RentImageBindings(stage, count);
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_gpBindingsManager.SetBindings(bindings);
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}
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/// <summary>
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@ -107,16 +83,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the max binding indexes on the compute pipeline.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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_cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the graphics pipeline.
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/// </summary>
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@ -126,16 +92,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the max binding indexes on the graphics pipeline.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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_gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
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}
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/// <summary>
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/// Sets the current sampler pool on the compute pipeline.
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/// </summary>
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