Optimise UI for large descriptor arrays with few dynamically used binds

* We tune the pipeline state view and texture viewer to only iterate over a
  small list of dynamically used binds in the (vastly more common) case where
  unused binds are not being shown.
This commit is contained in:
baldurk
2020-09-03 18:09:47 +01:00
parent afe3bee92d
commit 56f82f6bf1
11 changed files with 235 additions and 104 deletions
+2 -2
View File
@@ -350,8 +350,8 @@ void ShaderViewer::editShader(ResourceId id, ShaderStage stage, const QString &e
void ShaderViewer::cacheResources()
{
m_ReadOnlyResources = m_Ctx.CurPipelineState().GetReadOnlyResources(m_Stage);
m_ReadWriteResources = m_Ctx.CurPipelineState().GetReadWriteResources(m_Stage);
m_ReadOnlyResources = m_Ctx.CurPipelineState().GetReadOnlyResources(m_Stage, false);
m_ReadWriteResources = m_Ctx.CurPipelineState().GetReadWriteResources(m_Stage, false);
}
void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderReflection *shader,