forked from Mirror/Ryujinx
Only reupload the texture scale array if it changes. (#2595)
* Only reupload the texture scale array if it changes. Before, this would be called all the time if any shader needed a scale value. The cost of doing this has increased with threaded-gal, as the scale array is copied to a span pool, and it's was called on pretty much every draw sometimes. This improves GPU performance in games, scaled or not. Most affected game seems to be Xenoblade Chronicles: Definitive Edition. * Just use = instead of |=
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1 changed files with 9 additions and 3 deletions
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@ -177,8 +177,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
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if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
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{
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{
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_scaleChanged |= true;
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switch (stage)
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switch (stage)
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{
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{
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case ShaderStage.Fragment:
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case ShaderStage.Fragment:
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@ -218,7 +216,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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}
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}
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_scales[index] = result;
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if (result != _scales[index])
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{
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_scaleChanged = true;
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_scales[index] = result;
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}
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return changed;
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return changed;
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}
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}
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@ -232,6 +236,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (_scaleChanged)
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if (_scaleChanged)
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{
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{
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_context.Renderer.Pipeline.UpdateRenderScale(stage, _scales, _textureBindings[stageIndex]?.Length ?? 0, _imageBindings[stageIndex]?.Length ?? 0);
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_context.Renderer.Pipeline.UpdateRenderScale(stage, _scales, _textureBindings[stageIndex]?.Length ?? 0, _imageBindings[stageIndex]?.Length ?? 0);
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_scaleChanged = false;
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}
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}
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}
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}
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