Clear syncBuffers after CommandExecutor execution

Due to an oversight, we weren't clearing the list of buffers that needed to be synced after every execution which led to them building up. Due to the relatively cheap synchronization of buffers and only doing so on faults this wasn't caught until now, it does depress the framerate significantly over time due to the size of the list growing to be in the range of 100k buffer views depending on the title.
This commit is contained in:
PixelyIon 2022-03-28 12:51:08 +05:30
parent 49c0ba1207
commit a6781b38f4

View File

@ -167,6 +167,7 @@ namespace skyline::gpu::interconnect {
nodes.clear();
syncTextures.clear();
syncBuffers.clear();
cycle = activeCommandBuffer.Reset();
}