diff options
author | riperiperi <rhy3756547@hotmail.com> | 2022-11-24 07:50:59 +0000 |
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committer | GitHub <noreply@github.com> | 2022-11-24 07:50:59 +0000 |
commit | ece36b274da3957d727387d2f7c96adbd0f29bc3 (patch) | |
tree | e4f024265342c69eba254083a4308c32a5aad83d /Ryujinx.Graphics.OpenGL/Pipeline.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.OpenGL/Pipeline.cs')
-rw-r--r-- | Ryujinx.Graphics.OpenGL/Pipeline.cs | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Pipeline.cs b/Ryujinx.Graphics.OpenGL/Pipeline.cs index 3b234eb0..8bcaf4c7 100644 --- a/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -1296,9 +1296,9 @@ namespace Ryujinx.Graphics.OpenGL _stencilFrontMask = stencilTest.FrontMask; } - public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers) + public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers) { - SetBuffers(first, buffers, isStorage: true); + SetBuffers(buffers, isStorage: true); } public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler) @@ -1366,9 +1366,9 @@ namespace Ryujinx.Graphics.OpenGL } } - public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers) + public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers) { - SetBuffers(first, buffers, isStorage: false); + SetBuffers(buffers, isStorage: false); } public void SetUserClipDistance(int index, bool enableClip) @@ -1460,21 +1460,22 @@ namespace Ryujinx.Graphics.OpenGL GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit); } - private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage) + private void SetBuffers(ReadOnlySpan<BufferAssignment> buffers, bool isStorage) { BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer; for (int index = 0; index < buffers.Length; index++) { - BufferRange buffer = buffers[index]; + BufferAssignment assignment = buffers[index]; + BufferRange buffer = assignment.Range; if (buffer.Handle == BufferHandle.Null) { - GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0); + GL.BindBufferRange(target, assignment.Binding, 0, IntPtr.Zero, 0); continue; } - GL.BindBufferRange(target, first + index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size); + GL.BindBufferRange(target, assignment.Binding, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size); } } |