mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
4965681e06
* 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
103 lines
3.8 KiB
C#
103 lines
3.8 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine;
|
|
using Ryujinx.Graphics.Gpu.Image;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
using System.Linq;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader
|
|
{
|
|
/// <summary>
|
|
/// A collection of shader bindings ready for insertion into the buffer and texture managers.
|
|
/// </summary>
|
|
internal class CachedShaderBindings
|
|
{
|
|
public TextureBindingInfo[][] TextureBindings { get; }
|
|
public TextureBindingInfo[][] ImageBindings { get; }
|
|
public BufferDescriptor[][] ConstantBufferBindings { get; }
|
|
public BufferDescriptor[][] StorageBufferBindings { get; }
|
|
|
|
public int MaxTextureBinding { get; }
|
|
public int MaxImageBinding { get; }
|
|
|
|
/// <summary>
|
|
/// Create a new cached shader bindings collection.
|
|
/// </summary>
|
|
/// <param name="isCompute">Whether the shader is for compute</param>
|
|
/// <param name="stages">The stages used by the shader</param>
|
|
public CachedShaderBindings(bool isCompute, CachedShaderStage[] stages)
|
|
{
|
|
int stageCount = isCompute ? 1 : Constants.ShaderStages;
|
|
|
|
TextureBindings = new TextureBindingInfo[stageCount][];
|
|
ImageBindings = new TextureBindingInfo[stageCount][];
|
|
ConstantBufferBindings = new BufferDescriptor[stageCount][];
|
|
StorageBufferBindings = new BufferDescriptor[stageCount][];
|
|
|
|
int maxTextureBinding = -1;
|
|
int maxImageBinding = -1;
|
|
int offset = isCompute ? 0 : 1;
|
|
|
|
for (int i = 0; i < stageCount; i++)
|
|
{
|
|
CachedShaderStage stage = stages[i + offset];
|
|
|
|
if (stage == null)
|
|
{
|
|
TextureBindings[i] = Array.Empty<TextureBindingInfo>();
|
|
ImageBindings[i] = Array.Empty<TextureBindingInfo>();
|
|
ConstantBufferBindings[i] = Array.Empty<BufferDescriptor>();
|
|
StorageBufferBindings[i] = Array.Empty<BufferDescriptor>();
|
|
|
|
continue;
|
|
}
|
|
|
|
TextureBindings[i] = stage.Info.Textures.Select(descriptor =>
|
|
{
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
|
|
var result = new TextureBindingInfo(
|
|
target,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
|
|
if (descriptor.Binding > maxTextureBinding)
|
|
{
|
|
maxTextureBinding = descriptor.Binding;
|
|
}
|
|
|
|
return result;
|
|
}).ToArray();
|
|
|
|
ImageBindings[i] = stage.Info.Images.Select(descriptor =>
|
|
{
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
Format format = ShaderTexture.GetFormat(descriptor.Format);
|
|
|
|
var result = new TextureBindingInfo(
|
|
target,
|
|
format,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
|
|
if (descriptor.Binding > maxImageBinding)
|
|
{
|
|
maxImageBinding = descriptor.Binding;
|
|
}
|
|
|
|
return result;
|
|
}).ToArray();
|
|
|
|
ConstantBufferBindings[i] = stage.Info.CBuffers.ToArray();
|
|
StorageBufferBindings[i] = stage.Info.SBuffers.ToArray();
|
|
}
|
|
|
|
MaxTextureBinding = maxTextureBinding;
|
|
MaxImageBinding = maxImageBinding;
|
|
}
|
|
}
|
|
}
|