RyuKen/Ryujinx.Graphics.GAL/Multithreading
riperiperi ece36b274d
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)
2022-11-24 07:50:59 +00:00
..
Commands GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
Model Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
Resources GPU: Pass SpanOrArray for Texture SetData to avoid copy (#3745) 2022-10-08 12:04:47 -03:00
BufferMap.cs GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
CommandHelper.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
CommandType.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
SyncMap.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
ThreadedHelpers.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
ThreadedPipeline.cs GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
ThreadedRenderer.cs Implement HLE macros for render target clears (#3528) 2022-08-04 21:30:08 +00:00
ThreadedWindow.cs Avalonia - Use embedded window for avalonia (#3674) 2022-09-19 15:05:26 -03:00