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Avoid querying and setting texture bindings in hot code (#376)
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57dfa09e3a
commit
1cd7aaf504
3 changed files with 29 additions and 13 deletions
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@ -11,8 +11,6 @@ namespace Ryujinx.Graphics.Gal
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IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long Key);
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IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long Key);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
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void EnsureTextureBinding(string UniformName, int Value);
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void Bind(long Key);
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void Bind(long Key);
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void Unbind(GalShaderType Type);
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void Unbind(GalShaderType Type);
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@ -96,15 +96,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return Enumerable.Empty<ShaderDeclInfo>();
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return Enumerable.Empty<ShaderDeclInfo>();
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}
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}
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public void EnsureTextureBinding(string UniformName, int Value)
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{
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BindProgram();
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int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
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GL.Uniform1(Location, Value);
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}
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public unsafe void SetFlip(float X, float Y)
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public unsafe void SetFlip(float X, float Y)
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{
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{
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BindProgram();
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BindProgram();
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@ -188,6 +179,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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CheckProgramLink(Handle);
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CheckProgramLink(Handle);
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BindUniformBlocks(Handle);
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BindUniformBlocks(Handle);
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BindTextureLocations(Handle);
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Programs.Add(Current, Handle);
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Programs.Add(Current, Handle);
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}
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}
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@ -258,6 +250,34 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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BindUniformBlocksIfNotNull(Current.Fragment);
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BindUniformBlocksIfNotNull(Current.Fragment);
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}
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}
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private void BindTextureLocations(int ProgramHandle)
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{
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int Index = 0;
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void BindTexturesIfNotNull(OGLShaderStage Stage)
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{
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if (Stage != null)
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{
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foreach (ShaderDeclInfo Decl in Stage.TextureUsage)
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{
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int Location = GL.GetUniformLocation(ProgramHandle, Decl.Name);
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GL.Uniform1(Location, Index);
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Index++;
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}
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}
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}
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GL.UseProgram(ProgramHandle);
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BindTexturesIfNotNull(Current.Vertex);
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BindTexturesIfNotNull(Current.TessControl);
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BindTexturesIfNotNull(Current.TessEvaluation);
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BindTexturesIfNotNull(Current.Geometry);
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BindTexturesIfNotNull(Current.Fragment);
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}
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private static void CheckProgramLink(int Handle)
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private static void CheckProgramLink(int Handle)
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{
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{
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int Status = 0;
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int Status = 0;
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@ -442,8 +442,6 @@ namespace Ryujinx.HLE.Gpu.Engines
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UploadTexture(Vmm, TexIndex, TextureHandle);
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UploadTexture(Vmm, TexIndex, TextureHandle);
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Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
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TexIndex++;
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TexIndex++;
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}
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}
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}
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}
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