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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@ -973,9 +973,9 @@ namespace Ryujinx.Graphics.Vulkan
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SignalStateChange();
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}
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public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_descriptorSetUpdater.SetStorageBuffers(CommandBuffer, first, buffers);
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_descriptorSetUpdater.SetStorageBuffers(CommandBuffer, buffers);
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}
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public void SetStorageBuffers(int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
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@ -1013,9 +1013,9 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_descriptorSetUpdater.SetUniformBuffers(CommandBuffer, first, buffers);
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_descriptorSetUpdater.SetUniformBuffers(CommandBuffer, buffers);
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}
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public void SetUserClipDistance(int index, bool enableClip)
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