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metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance.
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@ -1073,24 +1073,19 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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// !!! FIXME: have a ring of pre-made MTLBuffers we cycle through? How expensive is creation?
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if (vertsize > 0) {
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id<MTLBuffer> mtlbufvertexstaging = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
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#if !__has_feature(objc_arc)
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[mtlbufvertexstaging autorelease];
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#endif
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mtlbufvertexstaging.label = @"SDL vertex staging data";
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SDL_memcpy([mtlbufvertexstaging contents], vertices, vertsize);
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// Move our new vertex buffer from system RAM to GPU memory so any draw calls can use it.
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mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModePrivate];
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/* We can memcpy to a shared buffer from the CPU and read it from the GPU
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* without any extra copying. It's a bit slower on macOS to read shared
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* data from the GPU than to read managed/private data, but we avoid the
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* cost of copying the data and the code's simpler. Apple's best
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* practices guide recommends this approach for streamed vertex data.
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* TODO: this buffer is also used for constants. Is performance still
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* good for those, or should we have a managed buffer for them? */
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mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
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#if !__has_feature(objc_arc)
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[mtlbufvertex autorelease];
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#endif
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mtlbufvertex.label = @"SDL vertex data";
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id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
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id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
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[blitcmd copyFromBuffer:mtlbufvertexstaging sourceOffset:0 toBuffer:mtlbufvertex destinationOffset:0 size:vertsize];
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[blitcmd endEncoding];
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[cmdbuffer commit];
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SDL_memcpy([mtlbufvertex contents], vertices, vertsize);
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}
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// If there's a command buffer here unexpectedly (app requested one?). Commit it so we can start fresh.
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