GAL: Send all buffer assignments at once rather than individually (#3881)
* 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)
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11 changed files with 91 additions and 78 deletions
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@ -163,12 +163,13 @@ namespace Ryujinx.Graphics.Vulkan
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SignalDirty(DirtyFlags.Image);
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}
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public void SetStorageBuffers(CommandBuffer commandBuffer, int first, ReadOnlySpan<BufferRange> buffers)
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public void SetStorageBuffers(CommandBuffer commandBuffer, ReadOnlySpan<BufferAssignment> buffers)
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{
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for (int i = 0; i < buffers.Length; i++)
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{
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var buffer = buffers[i];
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int index = first + i;
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var assignment = buffers[i];
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var buffer = assignment.Range;
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int index = assignment.Binding;
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Auto<DisposableBuffer> vkBuffer = _gd.BufferManager.GetBuffer(commandBuffer, buffer.Handle, false);
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ref Auto<DisposableBuffer> currentVkBuffer = ref _storageBufferRefs[index];
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@ -243,12 +244,13 @@ namespace Ryujinx.Graphics.Vulkan
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SignalDirty(DirtyFlags.Texture);
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}
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public void SetUniformBuffers(CommandBuffer commandBuffer, int first, ReadOnlySpan<BufferRange> buffers)
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public void SetUniformBuffers(CommandBuffer commandBuffer, ReadOnlySpan<BufferAssignment> buffers)
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{
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for (int i = 0; i < buffers.Length; i++)
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{
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var buffer = buffers[i];
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int index = first + i;
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var assignment = buffers[i];
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var buffer = assignment.Range;
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int index = assignment.Binding;
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Auto<DisposableBuffer> vkBuffer = _gd.BufferManager.GetBuffer(commandBuffer, buffer.Handle, false);
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ref Auto<DisposableBuffer> currentVkBuffer = ref _uniformBufferRefs[index];
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