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.
This commit is contained in:
LotP 2025-08-25 17:44:15 -05:00 committed by KeatonTheBot
parent 01cb33f658
commit 171624e7f0
89 changed files with 2121 additions and 1157 deletions

View file

@ -578,10 +578,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (ShaderCache.MayConvertVtgToCompute(ref channel.Capabilities) && !vertexAsCompute)
{
for (int index = 0; index < graphicsState.AttributeTypes.Length; index++)
Span<AttributeType> attributeTypesSpan = graphicsState.AttributeTypes.AsSpan();
Span<AttributeType> gAttributeTypesSpan = GraphicsState.AttributeTypes.AsSpan();
for (int index = 0; index < attributeTypesSpan.Length; index++)
{
AttributeType lType = FilterAttributeType(channel, graphicsState.AttributeTypes[index]);
AttributeType rType = FilterAttributeType(channel, GraphicsState.AttributeTypes[index]);
AttributeType lType = FilterAttributeType(channel, attributeTypesSpan[index]);
AttributeType rType = FilterAttributeType(channel, gAttributeTypesSpan[index]);
if (lType != rType)
{
@ -727,6 +730,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
Span<uint> constantBufferUseSpan = ConstantBufferUse.AsSpan();
while (constantBufferUsePerStageMask != 0)
{
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
@ -735,7 +740,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
? channel.BufferManager.GetComputeUniformBufferUseMask()
: channel.BufferManager.GetGraphicsUniformBufferUseMask(index);
if (ConstantBufferUse[index] != useMask)
if (constantBufferUseSpan[index] != useMask)
{
return false;
}
@ -799,7 +804,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
if (specializationState != null)
{
if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
if ((specializationState.Value.QueriedFlags & QueriedTextureStateFlags.CoordNormalized) == QueriedTextureStateFlags.CoordNormalized &&
specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
{
return false;
@ -875,10 +880,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
int constantBufferUsePerStageMask = specState._constantBufferUsePerStage;
Span<uint> constantBufferUseSpan = specState.ConstantBufferUse.AsSpan();
while (constantBufferUsePerStageMask != 0)
{
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
dataReader.Read(ref specState.ConstantBufferUse[index]);
dataReader.Read(ref constantBufferUseSpan[index]);
constantBufferUsePerStageMask &= ~(1 << index);
}
@ -977,11 +984,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
dataWriter.Write(ref _constantBufferUsePerStage);
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
Span<uint> constantBufferUseSpan = ConstantBufferUse.AsSpan();
while (constantBufferUsePerStageMask != 0)
{
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
dataWriter.Write(ref ConstantBufferUse[index]);
dataWriter.Write(ref constantBufferUseSpan[index]);
constantBufferUsePerStageMask &= ~(1 << index);
}