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authorriperiperi <rhy3756547@hotmail.com>2022-06-17 17:09:14 +0100
committerGitHub <noreply@github.com>2022-06-17 13:09:14 -0300
commit99ffc061d30c92f224c6b839290e181b6179893d (patch)
treef25bd915077d9ce1844c4efcb38e59c96ee5f70e /Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
parentd987cacfb720f2f4bc18958fc26ac0893903c090 (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.cs19
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>