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Ryujinx/src/Ryujinx.Graphics.Vulkan/VertexBufferUpdater.cs
riperiperi 895d9b53bc
Vulkan: Batch vertex buffer updates (#4843)
* Vulkan: Batch vertex buffer updates

Some games can bind a large number of vertex buffers for draws. This PR allows for vertex buffers to be updated with one call rather than one per buffer.

This mostly affects the AMD Mesa driver, the testing platform was Steam Deck with Super Mario Odyssey. It was taking about 12% before, should be greatly reduced now.

A small optimization has been added to avoid looking up the same buffer multiple times, as a common pattern is for the same buffer to be bound many times in a row with different ranges.

* Only rebind vertex buffers if they have changed

* Address feedback
2023-05-08 10:59:26 +02:00

84 lines
2.4 KiB
C#

using Silk.NET.Vulkan;
using System;
using VkBuffer = Silk.NET.Vulkan.Buffer;
namespace Ryujinx.Graphics.Vulkan
{
internal class VertexBufferUpdater : IDisposable
{
private VulkanRenderer _gd;
private uint _baseBinding;
private uint _count;
private NativeArray<VkBuffer> _buffers;
private NativeArray<ulong> _offsets;
private NativeArray<ulong> _sizes;
private NativeArray<ulong> _strides;
public VertexBufferUpdater(VulkanRenderer gd)
{
_gd = gd;
_buffers = new NativeArray<VkBuffer>(Constants.MaxVertexBuffers);
_offsets = new NativeArray<ulong>(Constants.MaxVertexBuffers);
_sizes = new NativeArray<ulong>(Constants.MaxVertexBuffers);
_strides = new NativeArray<ulong>(Constants.MaxVertexBuffers);
}
public void BindVertexBuffer(CommandBufferScoped cbs, uint binding, VkBuffer buffer, ulong offset, ulong size, ulong stride)
{
if (_count == 0)
{
_baseBinding = binding;
}
else if (_baseBinding + _count != binding)
{
Commit(cbs);
_baseBinding = binding;
}
int index = (int)_count;
_buffers[index] = buffer;
_offsets[index] = offset;
_sizes[index] = size;
_strides[index] = stride;
_count++;
}
public unsafe void Commit(CommandBufferScoped cbs)
{
if (_count != 0)
{
if (_gd.Capabilities.SupportsExtendedDynamicState)
{
_gd.ExtendedDynamicStateApi.CmdBindVertexBuffers2(
cbs.CommandBuffer,
_baseBinding,
_count,
_buffers.Pointer,
_offsets.Pointer,
_sizes.Pointer,
_strides.Pointer);
}
else
{
_gd.Api.CmdBindVertexBuffers(cbs.CommandBuffer, _baseBinding, _count, _buffers.Pointer, _offsets.Pointer);
}
_count = 0;
}
}
public void Dispose()
{
_buffers.Dispose();
_offsets.Dispose();
_sizes.Dispose();
_strides.Dispose();
}
}
}