mirror of
https://github.com/skyline-emu/skyline.git
synced 2024-12-23 12:41:50 +01:00
Pack all draw state into a struct to avoid std::function allocations
This commit is contained in:
parent
b5d0060c3f
commit
36fd885b49
@ -261,7 +261,11 @@ namespace skyline::gpu::interconnect::maxwell3d {
|
||||
|
||||
auto stateUpdater{builder.Build()};
|
||||
|
||||
/**
|
||||
* @brief Struct that can be linearly allocated, holding all state for the draw to avoid a dynamic allocation with lambda captures
|
||||
*/
|
||||
struct DrawParams {
|
||||
StateUpdater stateUpdater;
|
||||
u32 count;
|
||||
u32 first;
|
||||
u32 instanceCount;
|
||||
@ -269,7 +273,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
|
||||
u32 firstInstance;
|
||||
bool indexed;
|
||||
};
|
||||
auto *drawParams{ctx.executor.allocator->EmplaceUntracked<DrawParams>(DrawParams{count, first, instanceCount, vertexOffset, firstInstance, indexed})};
|
||||
auto *drawParams{ctx.executor.allocator->EmplaceUntracked<DrawParams>(DrawParams{stateUpdater,
|
||||
count, first, instanceCount, vertexOffset, firstInstance, indexed})};
|
||||
|
||||
const auto &surfaceClip{clearEngineRegisters.surfaceClip};
|
||||
vk::Rect2D scissor{
|
||||
@ -277,12 +282,14 @@ namespace skyline::gpu::interconnect::maxwell3d {
|
||||
{surfaceClip.horizontal.width, surfaceClip.vertical.height}
|
||||
};
|
||||
|
||||
ctx.executor.AddSubpass([stateUpdater, drawParams](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &gpu, vk::RenderPass, u32) {
|
||||
stateUpdater.RecordAll(gpu, commandBuffer);
|
||||
ctx.executor.AddSubpass([drawParams](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &gpu, vk::RenderPass, u32) {
|
||||
drawParams->stateUpdater.RecordAll(gpu, commandBuffer);
|
||||
|
||||
if (drawParams->indexed)
|
||||
commandBuffer.drawIndexed(drawParams->count, drawParams->instanceCount, drawParams->first, static_cast<i32>(drawParams->vertexOffset), drawParams->firstInstance);
|
||||
else
|
||||
commandBuffer.draw(drawParams->count, drawParams->instanceCount, drawParams->first, drawParams->firstInstance);
|
||||
|
||||
}, scissor, {}, activeState.GetColorAttachments(), activeState.GetDepthAttachment(), !ctx.gpu.traits.quirks.relaxedRenderPassCompatibility);
|
||||
|
||||
constantBuffers.ResetQuickBind();
|
||||
|
Loading…
Reference in New Issue
Block a user