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A substantial amount of time would be spent on creation/destruction of `VkDescriptorSet` which scales on titles doing a substantial amount of draws with bindings, this leads to poor performance on those titles as the frametime is dragged down by performing these tasks while they repeatedly create descriptor sets of the same layouts. This commit fixes it by pooling descriptor sets per-layout in a dynamically resizable pool and keeping them around rather than destroying them after usage which leads to the vast majority of cases not requiring a new descriptor set to even be created. It leads to significantly improved performance where it would otherwise be spent on redundant destruction/recreation or push descriptor updates which took a substantial amount of time themselves. Additionally, the `BaseDescriptorSizes` were not kept up to date with all of the descriptor types, it led to no crashes on Adreno/Mali as they were purely used for size calculations on either driver but has been corrected to avoid any future issues. |
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app | ||
gradle/wrapper | ||
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.gitmodules | ||
build.gradle | ||
BUILDING.md | ||
CONTRIBUTING.md | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
LICENSE.md | ||
README.md | ||
settings.gradle |
Contributing Guide • Building Guide
Skyline is an experimental emulator that runs on ARMv8 Android™ devices and emulates the functionality of a Nintendo Switch™ system, licensed under Mozilla Public License 2.0
Contact
You can contact the core developers of Skyline at our Discord. If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.
Special Thanks
A few noteworthy teams/projects who've helped us along the way are:
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Ryujinx: We've used Ryujinx for reference throughout the project, the accuracy of their HLE implementations of Switch subsystems make it an amazing reference. The team behind the project has been extremely helpful with any queries we've had and have constantly helped us with any issues we've come across. It should be noted that Skyline is not based on Ryujinx.
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yuzu: Skyline's shader compiler is a fork of yuzu's shader compiler with Skyline-specific changes, using it allowed us to focus on the parts of GPU emulation that we could specifically optimize for mobile while having a high-quality shader compiler implementation as a base. The team behind yuzu has also often helped us and have graciously provided us with a license exemption.
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Switchbrew: We've extensively used Switchbrew whether that be their wiki with its colossal amount of information on the Switch that has saved us countless hours of time or libnx which was crucial to initial development of the emulator to ensure that our HLE kernel and sysmodule implementations were accurate.
Disclaimer
- Nintendo Switch is a trademark of Nintendo Co., Ltd
- Android is a trademark of Google LLC