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https://github.com/skyline-emu/skyline.git
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Store delegate attached state within the delegate itself
Avoids a costly map lookup for every AttachBuffer call, this was a serious bottleneck in SMO
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0268e1d5a0
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@ -100,6 +100,7 @@ namespace skyline::gpu {
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struct BufferDelegate {
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LockableSharedPtr<Buffer> buffer;
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const Buffer::BufferViewStorage *view;
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bool attached{};
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std::function<void(const BufferViewStorage &, const std::shared_ptr<Buffer> &)> usageCallback;
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std::list<BufferDelegate *>::iterator iterator;
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@ -137,9 +137,11 @@ namespace skyline::gpu::interconnect {
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if (didLock)
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attachedBuffers.emplace_back(view->buffer);
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if (!attachedBufferDelegates.contains(view.bufferDelegate))
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attachedBufferDelegates.emplace(view.bufferDelegate);
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if (view.bufferDelegate->attached)
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return didLock;
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attachedBufferDelegates.emplace_back(view.bufferDelegate);
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view.bufferDelegate->attached = true;
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return didLock;
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}
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@ -154,8 +156,11 @@ namespace skyline::gpu::interconnect {
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lock.Release(); // The executor will handle unlocking the lock so it doesn't need to be handled here
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}
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if (!attachedBufferDelegates.contains(view.bufferDelegate))
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attachedBufferDelegates.emplace(view.bufferDelegate);
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if (view.bufferDelegate->attached)
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return;
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attachedBufferDelegates.emplace_back(view.bufferDelegate);
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view.bufferDelegate->attached = true;
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}
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void CommandExecutor::AttachLockedBuffer(std::shared_ptr<Buffer> buffer, ContextLock<Buffer> &&lock) {
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@ -320,6 +325,7 @@ namespace skyline::gpu::interconnect {
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for (const auto &delegate : attachedBufferDelegates) {
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delegate->usageCallback = nullptr;
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delegate->attached = false;
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delegate->view->megaBufferAllocation = {};
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}
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@ -64,7 +64,7 @@ namespace skyline::gpu::interconnect {
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std::vector<LockedBuffer> attachedBuffers; //!< All textures that are attached to the current execution
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using SharedBufferDelegate = std::shared_ptr<Buffer::BufferDelegate>;
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std::unordered_set<SharedBufferDelegate> attachedBufferDelegates; //!< All buffers that are attached to the current execution
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std::vector<SharedBufferDelegate> attachedBufferDelegates; //!< All buffers that are attached to the current execution
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std::vector<TextureView *> lastSubpassAttachments; //!< The storage backing for attachments used in the last subpass
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span<TextureView *> lastSubpassInputAttachments; //!< The set of input attachments used in the last subpass
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