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authorriperiperi <rhy3756547@hotmail.com>2022-12-04 17:18:40 +0000
committerGitHub <noreply@github.com>2022-12-04 18:18:40 +0100
commit4965681e069eeedc5272030b131c2a45e6131e61 (patch)
tree050a6596728c6a040c5c17fd21339c913b97ee8f /Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
parent3868a0020611491e30db19e5b27d33a7559c7071 (diff)
GPU: Swap bindings array instead of copying (#4003)1.1.418
* 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
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs52
1 files changed, 2 insertions, 50 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs b/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
index cd509471..2ac738fd 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
@@ -202,57 +202,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
}
- _channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
- _channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
+ _channel.BufferManager.SetComputeBufferBindings(cs.Bindings);
- int maxTextureBinding = -1;
- int maxImageBinding = -1;
-
- TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
-
- for (int index = 0; index < info.Textures.Count; index++)
- {
- var descriptor = info.Textures[index];
-
- Target target = ShaderTexture.GetTarget(descriptor.Type);
-
- textureBindings[index] = new TextureBindingInfo(
- target,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
-
- if (descriptor.Binding > maxTextureBinding)
- {
- maxTextureBinding = descriptor.Binding;
- }
- }
-
- TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
-
- for (int index = 0; index < info.Images.Count; index++)
- {
- var descriptor = info.Images[index];
-
- Target target = ShaderTexture.GetTarget(descriptor.Type);
- Format format = ShaderTexture.GetFormat(descriptor.Format);
-
- imageBindings[index] = new TextureBindingInfo(
- target,
- format,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
-
- if (descriptor.Binding > maxImageBinding)
- {
- maxImageBinding = descriptor.Binding;
- }
- }
-
- _channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
+ _channel.TextureManager.SetComputeBindings(cs.Bindings);
// Should never return false for mismatching spec state, since the shader was fetched above.
_channel.TextureManager.CommitComputeBindings(cs.SpecializationState);