forked from Mirror/Ryujinx
Share scales array for graphics and compute (#2653)
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2 changed files with 8 additions and 10 deletions
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@ -62,12 +62,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
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/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
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/// <param name="poolCache">Texture pools cache used to get texture pools from</param>
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/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
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/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
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public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, bool isCompute)
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public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
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{
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_context = context;
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_channel = channel;
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_texturePoolCache = poolCache;
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_scales = scales;
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_isCompute = isCompute;
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int stages = isCompute ? 1 : Constants.ShaderStages;
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@ -89,13 +91,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
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_imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
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}
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_scales = new float[64];
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for (int i = 0; i < 64; i++)
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{
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_scales[i] = 1f;
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}
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}
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/// <summary>
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@ -35,8 +35,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);
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float[] scales = new float[64];
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new Span<float>(scales).Fill(1f);
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_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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