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
This commit is contained in:
riperiperi 2022-12-04 17:18:40 +00:00 committed by GitHub
parent 3868a00206
commit 4965681e06
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 162 additions and 252 deletions

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@ -202,57 +202,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size); _channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
} }
_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers); _channel.BufferManager.SetComputeBufferBindings(cs.Bindings);
_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
int maxTextureBinding = -1; _channel.TextureManager.SetComputeBindings(cs.Bindings);
int maxImageBinding = -1;
TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = ShaderTexture.GetTarget(descriptor.Type);
textureBindings[index] = new TextureBindingInfo(
target,
descriptor.Binding,
descriptor.CbufSlot,
descriptor.HandleIndex,
descriptor.Flags);
if (descriptor.Binding > maxTextureBinding)
{
maxTextureBinding = descriptor.Binding;
}
}
TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
for (int index = 0; index < info.Images.Count; index++)
{
var descriptor = info.Images[index];
Target target = ShaderTexture.GetTarget(descriptor.Type);
Format format = ShaderTexture.GetFormat(descriptor.Format);
imageBindings[index] = new TextureBindingInfo(
target,
format,
descriptor.Binding,
descriptor.CbufSlot,
descriptor.HandleIndex,
descriptor.Flags);
if (descriptor.Binding > maxImageBinding)
{
maxImageBinding = descriptor.Binding;
}
}
_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
// Should never return false for mismatching spec state, since the shader was fetched above. // Should never return false for mismatching spec state, since the shader was fetched above.
_channel.TextureManager.CommitComputeBindings(cs.SpecializationState); _channel.TextureManager.CommitComputeBindings(cs.SpecializationState);

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

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@ -37,8 +37,8 @@ namespace Ryujinx.Graphics.Gpu.Image
private TexturePool _cachedTexturePool; private TexturePool _cachedTexturePool;
private SamplerPool _cachedSamplerPool; private SamplerPool _cachedSamplerPool;
private readonly TextureBindingInfo[][] _textureBindings; private TextureBindingInfo[][] _textureBindings;
private readonly TextureBindingInfo[][] _imageBindings; private TextureBindingInfo[][] _imageBindings;
private struct TextureState private struct TextureState
{ {
@ -56,9 +56,6 @@ namespace Ryujinx.Graphics.Gpu.Image
private TextureState[] _textureState; private TextureState[] _textureState;
private TextureState[] _imageState; private TextureState[] _imageState;
private int[] _textureBindingsCount;
private int[] _imageBindingsCount;
private int _texturePoolSequence; private int _texturePoolSequence;
private int _samplerPoolSequence; private int _samplerPoolSequence;
@ -101,9 +98,6 @@ namespace Ryujinx.Graphics.Gpu.Image
_textureState = new TextureState[InitialTextureStateSize]; _textureState = new TextureState[InitialTextureStateSize];
_imageState = new TextureState[InitialImageStateSize]; _imageState = new TextureState[InitialImageStateSize];
_textureBindingsCount = new int[stages];
_imageBindingsCount = new int[stages];
for (int stage = 0; stage < stages; stage++) for (int stage = 0; stage < stages; stage++)
{ {
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize]; _textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
@ -112,39 +106,15 @@ namespace Ryujinx.Graphics.Gpu.Image
} }
/// <summary> /// <summary>
/// Rents the texture bindings array for a given stage, so that they can be modified. /// Sets the texture and image bindings.
/// </summary> /// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param> /// <param name="bindings">Bindings for the active shader</param>
/// <param name="count">The number of bindings needed</param> public void SetBindings(CachedShaderBindings bindings)
/// <returns>The texture bindings array</returns>
public TextureBindingInfo[] RentTextureBindings(int stage, int count)
{ {
if (count > _textureBindings[stage].Length) _textureBindings = bindings.TextureBindings;
{ _imageBindings = bindings.ImageBindings;
Array.Resize(ref _textureBindings[stage], count);
}
_textureBindingsCount[stage] = count; SetMaxBindings(bindings.MaxTextureBinding, bindings.MaxImageBinding);
return _textureBindings[stage];
}
/// <summary>
/// Rents the image bindings array for a given stage, so that they can be modified.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="count">The number of bindings needed</param>
/// <returns>The image bindings array</returns>
public TextureBindingInfo[] RentImageBindings(int stage, int count)
{
if (count > _imageBindings[stage].Length)
{
Array.Resize(ref _imageBindings[stage], count);
}
_imageBindingsCount[stage] = count;
return _imageBindings[stage];
} }
/// <summary> /// <summary>
@ -257,7 +227,7 @@ namespace Ryujinx.Graphics.Gpu.Image
case ShaderStage.Vertex: case ShaderStage.Vertex:
int fragmentIndex = (int)ShaderStage.Fragment - 1; int fragmentIndex = (int)ShaderStage.Fragment - 1;
index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]; index += _textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length;
result = texture.ScaleFactor; result = texture.ScaleFactor;
break; break;
@ -284,7 +254,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary> /// </summary>
private bool VertexRequiresScale() private bool VertexRequiresScale()
{ {
for (int i = 0; i < _textureBindingsCount[0]; i++) for (int i = 0; i < _textureBindings[0].Length; i++)
{ {
if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0) if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
{ {
@ -292,7 +262,7 @@ namespace Ryujinx.Graphics.Gpu.Image
} }
} }
for (int i = 0; i < _imageBindingsCount[0]; i++) for (int i = 0; i < _imageBindings[0].Length; i++)
{ {
if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0) if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
{ {
@ -309,10 +279,10 @@ namespace Ryujinx.Graphics.Gpu.Image
private void CommitRenderScale() private void CommitRenderScale()
{ {
// Stage 0 total: Compute or Vertex. // Stage 0 total: Compute or Vertex.
int total = _textureBindingsCount[0] + _imageBindingsCount[0]; int total = _textureBindings[0].Length + _imageBindings[0].Length;
int fragmentIndex = (int)ShaderStage.Fragment - 1; int fragmentIndex = (int)ShaderStage.Fragment - 1;
int fragmentTotal = _isCompute ? 0 : (_textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]); int fragmentTotal = _isCompute ? 0 : (_textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length);
if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale()) if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale())
{ {
@ -481,7 +451,7 @@ namespace Ryujinx.Graphics.Gpu.Image
bool poolModified, bool poolModified,
ShaderSpecializationState specState) ShaderSpecializationState specState)
{ {
int textureCount = _textureBindingsCount[stageIndex]; int textureCount = _textureBindings[stageIndex].Length;
if (textureCount == 0) if (textureCount == 0)
{ {
return true; return true;
@ -609,7 +579,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns> /// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState) private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
{ {
int imageCount = _imageBindingsCount[stageIndex]; int imageCount = _imageBindings[stageIndex].Length;
if (imageCount == 0) if (imageCount == 0)
{ {
return true; return true;
@ -622,7 +592,7 @@ namespace Ryujinx.Graphics.Gpu.Image
} }
// Scales for images appear after the texture ones. // Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindingsCount[stageIndex]; int baseScaleIndex = _textureBindings[stageIndex].Length;
int cachedTextureBufferIndex = -1; int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1; int cachedSamplerBufferIndex = -1;

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@ -57,45 +57,21 @@ namespace Ryujinx.Graphics.Gpu.Image
} }
/// <summary> /// <summary>
/// Rents the texture bindings array of the compute pipeline. /// Sets the texture and image bindings for the compute pipeline.
/// </summary> /// </summary>
/// <param name="count">The number of bindings needed</param> /// <param name="bindings">Bindings for the active shader</param>
/// <returns>The texture bindings array</returns> public void SetComputeBindings(CachedShaderBindings bindings)
public TextureBindingInfo[] RentComputeTextureBindings(int count)
{ {
return _cpBindingsManager.RentTextureBindings(0, count); _cpBindingsManager.SetBindings(bindings);
} }
/// <summary> /// <summary>
/// Rents the texture bindings array for a given stage on the graphics pipeline. /// Sets the texture and image bindings for the graphics pipeline.
/// </summary> /// </summary>
/// <param name="stage">The index of the shader stage to bind the textures</param> /// <param name="bindings">Bindings for the active shader</param>
/// <param name="count">The number of bindings needed</param> public void SetGraphicsBindings(CachedShaderBindings bindings)
/// <returns>The texture bindings array</returns>
public TextureBindingInfo[] RentGraphicsTextureBindings(int stage, int count)
{ {
return _gpBindingsManager.RentTextureBindings(stage, count); _gpBindingsManager.SetBindings(bindings);
}
/// <summary>
/// Rents the image bindings array of the compute pipeline.
/// </summary>
/// <param name="count">The number of bindings needed</param>
/// <returns>The image bindings array</returns>
public TextureBindingInfo[] RentComputeImageBindings(int count)
{
return _cpBindingsManager.RentImageBindings(0, count);
}
/// <summary>
/// Rents the image bindings array for a given stage on the graphics pipeline.
/// </summary>
/// <param name="stage">The index of the shader stage to bind the images</param>
/// <param name="count">The number of bindings needed</param>
/// <returns>The image bindings array</returns>
public TextureBindingInfo[] RentGraphicsImageBindings(int stage, int count)
{
return _gpBindingsManager.RentImageBindings(stage, count);
} }
/// <summary> /// <summary>
@ -107,16 +83,6 @@ namespace Ryujinx.Graphics.Gpu.Image
_cpBindingsManager.SetTextureBufferIndex(index); _cpBindingsManager.SetTextureBufferIndex(index);
} }
/// <summary>
/// Sets the max binding indexes on the compute pipeline.
/// </summary>
/// <param name="maxTextureBinding">The maximum texture binding</param>
/// <param name="maxImageBinding">The maximum image binding</param>
public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
{
_cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
}
/// <summary> /// <summary>
/// Sets the texture constant buffer index on the graphics pipeline. /// Sets the texture constant buffer index on the graphics pipeline.
/// </summary> /// </summary>
@ -126,16 +92,6 @@ namespace Ryujinx.Graphics.Gpu.Image
_gpBindingsManager.SetTextureBufferIndex(index); _gpBindingsManager.SetTextureBufferIndex(index);
} }
/// <summary>
/// Sets the max binding indexes on the graphics pipeline.
/// </summary>
/// <param name="maxTextureBinding">The maximum texture binding</param>
/// <param name="maxImageBinding">The maximum image binding</param>
public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
{
_gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
}
/// <summary> /// <summary>
/// Sets the current sampler pool on the compute pipeline. /// Sets the current sampler pool on the compute pipeline.
/// </summary> /// </summary>

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@ -1,10 +1,10 @@
using Ryujinx.Common; using Ryujinx.Common;
using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Memory namespace Ryujinx.Graphics.Gpu.Memory
@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary> /// <summary>
/// Shader buffer binding information. /// Shader buffer binding information.
/// </summary> /// </summary>
public BufferDescriptor[] Bindings { get; } public BufferDescriptor[] Bindings { get; private set; }
/// <summary> /// <summary>
/// Buffer regions. /// Buffer regions.
@ -78,7 +78,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Sets shader buffer binding information. /// Sets shader buffer binding information.
/// </summary> /// </summary>
/// <param name="descriptors">Buffer binding information</param> /// <param name="descriptors">Buffer binding information</param>
public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors) public void SetBindings(BufferDescriptor[] descriptors)
{ {
if (descriptors == null) if (descriptors == null)
{ {
@ -86,8 +86,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
return; return;
} }
descriptors.CopyTo(Bindings, 0); if ((Count = descriptors.Length) != 0)
Count = descriptors.Count; {
Bindings = descriptors;
}
} }
} }
@ -320,41 +322,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary> /// <summary>
/// Sets the binding points for the storage buffers bound on the compute pipeline. /// Sets the binding points for the storage buffers bound on the compute pipeline.
/// </summary> /// </summary>
/// <param name="descriptors">Buffer descriptors with the binding point values</param> /// <param name="bindings">Bindings for the active shader</param>
public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors) public void SetComputeBufferBindings(CachedShaderBindings bindings)
{ {
_cpStorageBuffers.SetBindings(descriptors); _cpStorageBuffers.SetBindings(bindings.StorageBufferBindings[0]);
_cpUniformBuffers.SetBindings(bindings.ConstantBufferBindings[0]);
} }
/// <summary> /// <summary>
/// Sets the binding points for the storage buffers bound on the graphics pipeline. /// Sets the binding points for the storage buffers bound on the graphics pipeline.
/// </summary> /// </summary>
/// <param name="stage">Index of the shader stage</param> /// <param name="bindings">Bindings for the active shader</param>
/// <param name="descriptors">Buffer descriptors with the binding point values</param> public void SetGraphicsBufferBindings(CachedShaderBindings bindings)
public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
{ {
_gpStorageBuffers[stage].SetBindings(descriptors); for (int i = 0; i < Constants.ShaderStages; i++)
{
_gpStorageBuffers[i].SetBindings(bindings.StorageBufferBindings[i]);
_gpUniformBuffers[i].SetBindings(bindings.ConstantBufferBindings[i]);
}
_gpStorageBuffersDirty = true; _gpStorageBuffersDirty = true;
}
/// <summary>
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
/// </summary>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
_cpUniformBuffers.SetBindings(descriptors);
}
/// <summary>
/// Sets the enabled uniform buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
{
_gpUniformBuffers[stage].SetBindings(descriptors);
_gpUniformBuffersDirty = true; _gpUniformBuffersDirty = true;
} }

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@ -0,0 +1,103 @@
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;
}
}
}

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@ -24,6 +24,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary> /// </summary>
public CachedShaderStage[] Shaders { get; } public CachedShaderStage[] Shaders { get; }
/// <summary>
/// Cached shader bindings, ready for placing into the bindings manager.
/// </summary>
public CachedShaderBindings Bindings { get; }
/// <summary> /// <summary>
/// Creates a new instance of the shader bundle. /// Creates a new instance of the shader bundle.
/// </summary> /// </summary>
@ -37,6 +42,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
Shaders = shaders; Shaders = shaders;
SpecializationState.Prepare(shaders); SpecializationState.Prepare(shaders);
Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
} }
/// <summary> /// <summary>