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Memory Changes part 2
* Slightly refactors RangeLists from the last Memory Changes MR, which fixes issue 61. * Convert as many const size array iterators to span iterators as possible. When iterating over a const size array, every iteration created a Span, now only the first iteration does in most places. * Now using object pooling for a few object types that were rapidly deleted and recreated. * Converted a few flag checks to binary operations to save memory allocations.
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89 changed files with 2121 additions and 1157 deletions
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@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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@ -214,10 +215,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// Updates the type of the vertex attributes consumed by the shader.
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/// </summary>
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/// <param name="state">The new state</param>
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public void SetAttributeTypes(ref Array32<VertexAttribState> state)
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public void SetAttributeTypes(ReadOnlySpan<VertexAttribState> state)
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{
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bool changed = false;
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ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
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// ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
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Span<AttributeType> attributeTypesSpan = _graphics.AttributeTypes.AsSpan();
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bool mayConvertVtgToCompute = ShaderCache.MayConvertVtgToCompute(ref _context.Capabilities);
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bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats && !mayConvertVtgToCompute;
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@ -261,9 +263,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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}
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if (attributeTypes[location] != value)
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if (attributeTypesSpan[location] != value)
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{
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attributeTypes[location] = value;
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attributeTypesSpan[location] = value;
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changed = true;
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}
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}
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@ -279,10 +281,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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/// <param name="rtControl">The render target control register</param>
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/// <param name="state">The color attachment state</param>
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public void SetFragmentOutputTypes(RtControl rtControl, ref Array8<RtColorState> state)
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public void SetFragmentOutputTypes(RtControl rtControl, ReadOnlySpan<RtColorState> state)
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{
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bool changed = false;
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int count = rtControl.UnpackCount();
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Span<AttributeType> fragmentOutputTypesSpan = _graphics.FragmentOutputTypes.AsSpan();
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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@ -296,9 +300,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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AttributeType type = format.IsInteger() ? (format.IsSint() ? AttributeType.Sint : AttributeType.Uint) : AttributeType.Float;
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if (type != _graphics.FragmentOutputTypes[index])
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if (type != fragmentOutputTypesSpan[index])
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{
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_graphics.FragmentOutputTypes[index] = type;
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fragmentOutputTypesSpan[index] = type;
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changed = true;
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}
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}
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