Share scales array for graphics and compute (#2653)

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gdkchan 2021-09-28 18:52:27 -03:00 committed by GitHub
parent 405840a24b
commit 83bdafccda
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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
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
/// <param name="poolCache">Texture pools cache used to get texture pools from</param>
/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, bool isCompute)
public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
{
_context = context;
_channel = channel;
_texturePoolCache = poolCache;
_scales = scales;
_isCompute = isCompute;
int stages = isCompute ? 1 : Constants.ShaderStages;
@ -89,13 +91,6 @@ namespace Ryujinx.Graphics.Gpu.Image
_textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
_imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
}
_scales = new float[64];
for (int i = 0; i < 64; i++)
{
_scales[i] = 1f;
}
}
/// <summary>

View file

@ -35,8 +35,11 @@ namespace Ryujinx.Graphics.Gpu.Image
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);
float[] scales = new float[64];
new Span<float>(scales).Fill(1f);
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
_rtColors = new Texture[Constants.TotalRenderTargets];
_rtHostColors = new ITexture[Constants.TotalRenderTargets];