GPU: Swap bindings array instead of copying (#4003)
* 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
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7 changed files with 162 additions and 252 deletions
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@ -1257,88 +1257,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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UpdateUserClipState();
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}
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UpdateShaderBindings(gs.Bindings);
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for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
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{
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UpdateStageBindings(stageIndex, gs.Shaders[stageIndex + 1]?.Info);
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_currentProgramInfo[stageIndex] = gs.Shaders[stageIndex + 1]?.Info;
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}
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_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
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}
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/// <summary>
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/// Updates bindings consumed by the shader stage on the texture and buffer managers.
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/// Updates bindings consumed by the shader on the texture and buffer managers.
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/// </summary>
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/// <param name="stage">Shader stage to have the bindings updated</param>
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/// <param name="info">Shader stage bindings info</param>
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private void UpdateStageBindings(int stage, ShaderProgramInfo info)
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/// <param name="bindings">Bindings for the active shader</param>
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private void UpdateShaderBindings(CachedShaderBindings bindings)
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{
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_currentProgramInfo[stage] = info;
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if (info == null)
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{
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_channel.TextureManager.RentGraphicsTextureBindings(stage, 0);
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_channel.TextureManager.RentGraphicsImageBindings(stage, 0);
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_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
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_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
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return;
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}
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int maxTextureBinding = -1;
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int maxImageBinding = -1;
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Span<TextureBindingInfo> textureBindings = _channel.TextureManager.RentGraphicsTextureBindings(stage, info.Textures.Count);
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if (info.UsesRtLayer)
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{
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_vtgWritesRtLayer = true;
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}
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for (int index = 0; index < info.Textures.Count; index++)
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{
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var descriptor = info.Textures[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentGraphicsImageBindings(stage, info.Images.Count);
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for (int index = 0; index < info.Images.Count; index++)
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{
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var descriptor = info.Images[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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}
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_channel.TextureManager.SetGraphicsMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
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_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
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_channel.TextureManager.SetGraphicsBindings(bindings);
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_channel.BufferManager.SetGraphicsBufferBindings(bindings);
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}
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/// <summary>
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