Ryujinx/Ryujinx.Graphics.Gpu/Engine/Threed
riperiperi 4965681e06
GPU: Swap bindings array instead of copying (#4003)
* GPU: Swap bindings array instead of copying

Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data.

Downside: bindings arrays are no longer readonly.

* Micro optimisation

* Add missing docs

* Address Feedback
2022-12-04 18:18:40 +01:00
..
ConditionalRendering.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ConstantBufferUpdater.cs GPU: Don't trigger uploads for redundant buffer updates (#3828) 2022-11-24 15:50:15 +01:00
DrawManager.cs Do not update shader state for DrawTextures (#3876) 2022-11-21 18:16:00 +01:00
DrawState.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
IbStreamer.cs Fix instanced indexed inline draw index count (#3389) 2022-06-10 23:44:49 -03:00
IndirectDrawType.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
SemaphoreUpdater.cs Scale SamplesPassed counter by RT scale on report (#3680) 2022-09-11 15:58:15 +00:00
StateUpdater.cs GPU: Swap bindings array instead of copying (#4003) 2022-12-04 18:18:40 +01:00
StateUpdateTracker.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
ThreedClass.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ThreedClassState.cs Use RGBA16 vertex format if RGB16 is not supported on Vulkan (#3552) 2022-08-20 16:20:27 -03:00