diff options
author | riperiperi <rhy3756547@hotmail.com> | 2022-11-24 07:50:59 +0000 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-11-24 07:50:59 +0000 |
commit | ece36b274da3957d727387d2f7c96adbd0f29bc3 (patch) | |
tree | e4f024265342c69eba254083a4308c32a5aad83d /Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs | |
parent | f3cc2e5703e5df5c359ce1789a4fb0d73fb9a637 (diff) |
GAL: Send all buffer assignments at once rather than individually (#3881)1.1.377
* GAL: Send all buffer assignments at once rather than individually
The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.
Significantly improves GPU thread performance in Pokemon Scarlet/Violet.
* Address Feedback
Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
Diffstat (limited to 'Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs')
-rw-r--r-- | Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs b/Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs index 750d8dac..e4abb403 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/Commands/SetUniformBuffersCommand.cs @@ -6,19 +6,17 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands struct SetUniformBuffersCommand : IGALCommand { public CommandType CommandType => CommandType.SetUniformBuffers; - private int _first; - private SpanRef<BufferRange> _buffers; + private SpanRef<BufferAssignment> _buffers; - public void Set(int first, SpanRef<BufferRange> buffers) + public void Set(SpanRef<BufferAssignment> buffers) { - _first = first; _buffers = buffers; } public static void Run(ref SetUniformBuffersCommand command, ThreadedRenderer threaded, IRenderer renderer) { - Span<BufferRange> buffers = command._buffers.Get(threaded); - renderer.Pipeline.SetUniformBuffers(command._first, threaded.Buffers.MapBufferRanges(buffers)); + Span<BufferAssignment> buffers = command._buffers.Get(threaded); + renderer.Pipeline.SetUniformBuffers(threaded.Buffers.MapBufferRanges(buffers)); command._buffers.Dispose(threaded); } } |