Files
AnyPS5/core/libs
Scott SchusterandClaude Fable 5.1 4f8c8b127f perf(agc): fewer heap allocations per recorded draw
The committer built a recorded draw's resource key through two temporaries a shader, took the in-place and device read lists by value, and in PrepareDrawBindings built two layout-binding vectors only to test them for emptiness, a std::map of pool sizes a set, and copies of the descriptor buffer and write lists, all on every draw. The key is now built in place with its size reserved, the read lists fill a caller's vector, and the per-draw bookkeeping lives in the thread's scratch (ThreadOwned), as the selected-slot list already did. The queue worker's program list and memory snapshots reserve their size up front.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-10-15 15:27:33 -05:00
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