Least allocations in the west

This commit is contained in:
Isaac Marovitz
2024-07-01 23:36:11 +01:00
committed by Evan Husted
parent d3f273cad1
commit d2a4a9e9a7
4 changed files with 18 additions and 20 deletions

View File

@@ -510,7 +510,7 @@ namespace Ryujinx.Graphics.Metal
public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
_currentState.VertexAttribs = vertexAttribs.ToArray();
vertexAttribs.CopyTo(_currentState.VertexAttribs);
// Update the buffers on the pipeline
UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs);
@@ -625,11 +625,7 @@ namespace Ryujinx.Graphics.Metal
// Inlineable
public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
{
int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
_currentState.Scissors = new MTLScissorRect[maxScissors];
for (int i = 0; i < maxScissors; i++)
for (int i = 0; i < regions.Length; i++)
{
var region = regions[i];
@@ -661,8 +657,6 @@ namespace Ryujinx.Graphics.Metal
return Math.Clamp(value, 0f, 1f);
}
_currentState.Viewports = new MTLViewport[viewports.Length];
for (int i = 0; i < viewports.Length; i++)
{
var viewport = viewports[i];
@@ -691,7 +685,7 @@ namespace Ryujinx.Graphics.Metal
public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_currentState.VertexBuffers = vertexBuffers.ToArray();
vertexBuffers.CopyTo(_currentState.VertexBuffers);
// Update the buffers on the pipeline
UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs);
@@ -1122,7 +1116,7 @@ namespace Ryujinx.Graphics.Metal
MTLRenderStages renderStages = 0;
if (segment.Stages.HasFlag(ResourceStages.Vertex))
if ((segment.Stages & ResourceStages.Vertex) != 0)
{
vertResourceIds[vertResourceIdIndex] = mtlTexture.GpuResourceID._impl;
vertResourceIdIndex++;
@@ -1136,7 +1130,7 @@ namespace Ryujinx.Graphics.Metal
renderStages |= MTLRenderStages.RenderStageVertex;
}
if (segment.Stages.HasFlag(ResourceStages.Fragment))
if ((segment.Stages & ResourceStages.Fragment) != 0)
{
fragResourceIds[fragResourceIdIndex] = mtlTexture.GpuResourceID._impl;
fragResourceIdIndex++;