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Memory changes 3
General memory improvements to decrease GC pressure and frequency. Pool big arrays and objects that are created and deleted often. Skip data copies when they aren't needed. Inline flag checks to skip unneeded allocations. From my testing the performance is about the same, but the GC frequency is much lower and collection is faster causing less and smaller spikes.
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42 changed files with 703 additions and 331 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Audio.Integration;
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using Ryujinx.Audio.Renderer.Server.Sink;
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using System;
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using System.Buffers;
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using System.Runtime.CompilerServices;
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using System.Text;
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@ -30,7 +31,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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Enabled = true;
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NodeId = nodeId;
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DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
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// Unused and wasting time and memory, re-add if needed
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// DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
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SessionId = sessionId;
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InputCount = sink.Parameter.InputCount;
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InputBufferIndices = new ushort[InputCount];
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@ -83,7 +86,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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inputCount = bufferCount;
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}
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short[] outputBuffer = new short[inputCount * SampleCount];
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short[] outputBuffer = ArrayPool<short>.Shared.Rent((int)inputCount * SampleCount);
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for (int i = 0; i < bufferCount; i++)
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{
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@ -95,7 +98,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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}
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device.AppendBuffer(outputBuffer, inputCount);
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device.AppendBuffer(outputBuffer.AsSpan(..((int)inputCount * SampleCount)), inputCount);
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ArrayPool<short>.Shared.Return(outputBuffer);
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}
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else
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{
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