Least allocations in the west
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4 changed files with 18 additions and 20 deletions
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@ -12,6 +12,7 @@ namespace Ryujinx.Graphics.Metal
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public const int MaxStorageBufferBindings = MaxStorageBuffersPerStage * MaxShaderStages;
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public const int MaxTextureBindings = MaxTexturesPerStage * MaxShaderStages;
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public const int MaxColorAttachments = 8;
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public const int MaxViewports = 16;
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// TODO: Check this value
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public const int MaxVertexAttributes = 31;
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// TODO: Check this value
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@ -109,8 +109,8 @@ namespace Ryujinx.Graphics.Metal
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public MTLWinding Winding = MTLWinding.CounterClockwise;
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public bool CullBoth = false;
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public MTLViewport[] Viewports = [];
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public MTLScissorRect[] Scissors = [];
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public MTLViewport[] Viewports = new MTLViewport[Constants.MaxViewports];
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public MTLScissorRect[] Scissors = new MTLScissorRect[Constants.MaxViewports];
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// Changes to attachments take recreation!
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public Texture DepthStencil = default;
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@ -122,9 +122,8 @@ namespace Ryujinx.Graphics.Metal
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public Array8<ColorBlendStateUid> StoredBlend;
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public ColorF BlendColor = new();
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public VertexBufferDescriptor[] VertexBuffers = [];
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public VertexAttribDescriptor[] VertexAttribs = [];
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public readonly VertexBufferDescriptor[] VertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
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public readonly VertexAttribDescriptor[] VertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttributes];
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// Dirty flags
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public DirtyFlags Dirty = DirtyFlags.None;
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@ -510,7 +510,7 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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vertexAttribs.CopyTo(_currentState.VertexAttribs);
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// Update the buffers on the pipeline
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UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs);
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@ -625,11 +625,7 @@ namespace Ryujinx.Graphics.Metal
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// Inlineable
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public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
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{
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int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
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_currentState.Scissors = new MTLScissorRect[maxScissors];
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for (int i = 0; i < maxScissors; i++)
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for (int i = 0; i < regions.Length; i++)
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{
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var region = regions[i];
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@ -661,8 +657,6 @@ namespace Ryujinx.Graphics.Metal
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return Math.Clamp(value, 0f, 1f);
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}
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_currentState.Viewports = new MTLViewport[viewports.Length];
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for (int i = 0; i < viewports.Length; i++)
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{
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var viewport = viewports[i];
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@ -691,7 +685,7 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_currentState.VertexBuffers = vertexBuffers.ToArray();
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vertexBuffers.CopyTo(_currentState.VertexBuffers);
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// Update the buffers on the pipeline
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UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs);
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@ -1122,7 +1116,7 @@ namespace Ryujinx.Graphics.Metal
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MTLRenderStages renderStages = 0;
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if (segment.Stages.HasFlag(ResourceStages.Vertex))
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if ((segment.Stages & ResourceStages.Vertex) != 0)
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{
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vertResourceIds[vertResourceIdIndex] = mtlTexture.GpuResourceID._impl;
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vertResourceIdIndex++;
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@ -1136,7 +1130,7 @@ namespace Ryujinx.Graphics.Metal
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renderStages |= MTLRenderStages.RenderStageVertex;
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}
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if (segment.Stages.HasFlag(ResourceStages.Fragment))
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if ((segment.Stages & ResourceStages.Fragment) != 0)
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{
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fragResourceIds[fragResourceIdIndex] = mtlTexture.GpuResourceID._impl;
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fragResourceIdIndex++;
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@ -129,7 +129,7 @@ namespace Ryujinx.Graphics.Metal
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Viewport> viewports = stackalloc Viewport[16];
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viewports[0] = new Viewport(
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rect,
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@ -145,8 +145,12 @@ namespace Ryujinx.Graphics.Metal
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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetRenderTargets([dst], null);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
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_pipeline.SetScissors(scissors);
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_pipeline.SetClearLoadAction(clear);
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@ -202,7 +206,7 @@ namespace Ryujinx.Graphics.Metal
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_renderer.BufferManager.SetData<float>(bufferHandle, 0, region);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Viewport> viewports = stackalloc Viewport[16];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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@ -302,7 +306,7 @@ namespace Ryujinx.Graphics.Metal
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buffer.Holder.SetDataUnchecked(buffer.Offset, clearColor);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Viewport> viewports = stackalloc Viewport[16];
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// TODO: Set exact viewport!
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viewports[0] = new Viewport(
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