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Be smart and use a bitmask not a list

This commit is contained in:
Isaac Marovitz 2024-05-18 22:27:18 -04:00 committed by Isaac Marovitz
parent 102c87e623
commit 14c58f62eb

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@ -564,8 +564,7 @@ namespace Ryujinx.Graphics.Metal
private static MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
{
var vertexDescriptor = new MTLVertexDescriptor();
var usedIndexes = new List<int>();
uint indexMask = 0;
// TODO: Handle 'zero' buffers
for (int i = 0; i < attribDescriptors.Length; i++)
@ -573,7 +572,7 @@ namespace Ryujinx.Graphics.Metal
var attrib = vertexDescriptor.Attributes.Object((ulong)i);
// TODO: Format should not be hardcoded
attrib.Format = MTLVertexFormat.Float4;
usedIndexes.Add(attribDescriptors[i].BufferIndex);
indexMask |= 1u << attribDescriptors[i].BufferIndex;
attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
attrib.Offset = (ulong)attribDescriptors[i].Offset;
}
@ -581,7 +580,7 @@ namespace Ryujinx.Graphics.Metal
for (int i = 0; i < bufferDescriptors.Length; i++)
{
var layout = vertexDescriptor.Layouts.Object((ulong)i);
layout.Stride = usedIndexes.Contains(i) ? (ulong)bufferDescriptors[i].Stride : 0;
layout.Stride = (indexMask & (1u << i)) != 0 ? (ulong)bufferDescriptors[i].Stride : 0;
}
return vertexDescriptor;