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Vulkan: Cache delegate for EndRenderPass (#6132)

This prevents a small allocation each time this method is called. This is a top 3 SOH allocation during gameplay in most games, and eliminating it is pretty free.
riperiperi 2 years ago
parent
commit
bebd8eb822

+ 1 - 1
src/Ryujinx.Graphics.Vulkan/BufferHolder.cs

@@ -520,7 +520,7 @@ namespace Ryujinx.Graphics.Vulkan
 
                     if (_gd.PipelineInternal.CurrentCommandBuffer.CommandBuffer.Handle == cbs.CommandBuffer.Handle)
                     {
-                        SetData(rangeOffset, _pendingData.AsSpan(rangeOffset, rangeSize), cbs, _gd.PipelineInternal.EndRenderPass, false);
+                        SetData(rangeOffset, _pendingData.AsSpan(rangeOffset, rangeSize), cbs, _gd.PipelineInternal.EndRenderPassDelegate, false);
                     }
                     else
                     {

+ 2 - 0
src/Ryujinx.Graphics.Vulkan/PipelineBase.cs

@@ -30,6 +30,7 @@ namespace Ryujinx.Graphics.Vulkan
         public readonly PipelineCache PipelineCache;
 
         public readonly AutoFlushCounter AutoFlush;
+        public readonly Action EndRenderPassDelegate;
 
         protected PipelineDynamicState DynamicState;
         private PipelineState _newState;
@@ -92,6 +93,7 @@ namespace Ryujinx.Graphics.Vulkan
             Device = device;
 
             AutoFlush = new AutoFlushCounter(gd);
+            EndRenderPassDelegate = EndRenderPass;
 
             var pipelineCacheCreateInfo = new PipelineCacheCreateInfo
             {

+ 1 - 1
src/Ryujinx.Graphics.Vulkan/VulkanRenderer.cs

@@ -784,7 +784,7 @@ namespace Ryujinx.Graphics.Vulkan
 
         public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
         {
-            BufferManager.SetData(buffer, offset, data, _pipeline.CurrentCommandBuffer, _pipeline.EndRenderPass);
+            BufferManager.SetData(buffer, offset, data, _pipeline.CurrentCommandBuffer, _pipeline.EndRenderPassDelegate);
         }
 
         public void UpdateCounters()