diff options
author | riperiperi <rhy3756547@hotmail.com> | 2022-06-17 17:09:14 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-06-17 13:09:14 -0300 |
commit | 99ffc061d30c92f224c6b839290e181b6179893d (patch) | |
tree | f25bd915077d9ce1844c4efcb38e59c96ee5f70e /Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | |
parent | d987cacfb720f2f4bc18958fc26ac0893903c090 (diff) |
Optimize Texture Binding and Shader Specialization Checks (#3399)1.1.149
* Changes 1
* Changes 2
* Better ModifiedSequence handling
This should handle PreciseEvents properly, and simplifies a few things.
* Minor changes, remove debug log
* Handle stage.Info being null
Hopefully fixes Catherine crash
* Fix shader specialization fast texture lookup
* Fix some things.
* Address Feedback Part 1
* Make method static.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Memory/BufferManager.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs index 71f202ae..9f5f39a9 100644 --- a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs +++ b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs @@ -379,6 +379,25 @@ namespace Ryujinx.Graphics.Gpu.Memory } /// <summary> + /// Gets the bounds of the uniform buffer currently bound at the given index. + /// </summary> + /// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param> + /// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param> + /// <param name="index">Index of the uniform buffer binding</param> + /// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns> + public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index) + { + if (isCompute) + { + return ref _cpUniformBuffers.Buffers[index]; + } + else + { + return ref _gpUniformBuffers[stage].Buffers[index]; + } + } + + /// <summary> /// Ensures that the compute engine bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// </summary> |