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replace ByteMemoryPool usage in Ryujinx.Graphics (#7129)
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>` * refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan` * eliminate temporary buffer allocations * chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
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13 changed files with 73 additions and 80 deletions
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@ -1,4 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Texture;
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@ -805,7 +806,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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sliceDepth,
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levels,
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layers,
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out IMemoryOwner<byte> decoded))
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out MemoryOwner<byte> decoded))
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{
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string texInfo = $"{Info.Target} {Info.FormatInfo.Format} {Info.Width}x{Info.Height}x{Info.DepthOrLayers} levels {Info.Levels}";
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