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misc: chore: Use collection expressions in Gpu project
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parent
ae90db2040
commit
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41 changed files with 365 additions and 304 deletions
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@ -799,7 +799,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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try
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{
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(_virtualDependencies ??= new()).Add(virtualBuffer);
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(_virtualDependencies ??= []).Add(virtualBuffer);
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}
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finally
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{
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@ -61,8 +61,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_context = context;
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_physicalMemory = physicalMemory;
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_buffers = new RangeList<Buffer>();
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_multiRangeBuffers = new MultiRangeList<MultiRangeBuffer>();
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_buffers = [];
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_multiRangeBuffers = [];
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_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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@ -395,7 +395,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ulong dstOffset = 0;
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HashSet<Buffer> physicalBuffers = new();
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HashSet<Buffer> physicalBuffers = [];
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for (int i = 0; i < virtualBuffer.Range.Count; i++)
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{
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@ -1041,7 +1041,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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if (entry.Value.UnmappedSequence != entry.Value.Buffer.UnmappedSequence)
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{
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(toDelete ??= new()).Add(entry.Key);
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(toDelete ??= []).Add(entry.Key);
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}
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}
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@ -141,9 +141,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
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}
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_bufferTextures = new List<BufferTextureBinding>();
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_bufferTextureArrays = new List<BufferTextureArrayBinding<ITextureArray>>();
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_bufferImageArrays = new List<BufferTextureArrayBinding<IImageArray>>();
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_bufferTextures = [];
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_bufferTextureArrays = [];
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_bufferImageArrays = [];
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_ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
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}
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@ -437,7 +437,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (_source == null)
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{
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// Create a new migration.
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_source = new BufferMigration(new BufferMigrationSpan[] { span }, this, _context.SyncNumber);
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_source = new BufferMigration([span], this, _context.SyncNumber);
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_context.RegisterBufferMigration(_source);
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}
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@ -476,7 +476,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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lock (_lock)
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{
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BufferMigrationSpan span = new(_parent, _parent.GetSnapshotDisposeAction(), _parent.GetSnapshotFlushAction(), _source);
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BufferMigration migration = new(new BufferMigrationSpan[] { span }, this, _context.SyncNumber);
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BufferMigration migration = new([span], this, _context.SyncNumber);
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// Migration target is used to redirect flush actions to the latest range list,
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// so we don't need to set it here. (this range list is still the latest)
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@ -74,7 +74,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (binding >= 0)
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{
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BufferRange range = new(_handle, 0, data.Length);
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_renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, range) });
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_renderer.Pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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}
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};
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@ -27,7 +27,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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public CounterCache()
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{
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_items = new List<CounterEntry>();
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_items = [];
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}
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/// <summary>
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@ -458,7 +458,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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int pages = (int)((endVaRounded - va) / PageSize);
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List<MemoryRange> regions = new();
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List<MemoryRange> regions = [];
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for (int page = 0; page < pages - 1; page++)
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{
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@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="rangeSize">Size of the range in bytes</param>
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public void AddPhysicalDependency(Buffer buffer, ulong rangeAddress, ulong dstOffset, ulong rangeSize)
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{
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(_dependencies ??= new()).Add(new(buffer, rangeAddress - buffer.Address, dstOffset, rangeSize));
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(_dependencies ??= []).Add(new(buffer, rangeAddress - buffer.Address, dstOffset, rangeSize));
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buffer.AddVirtualDependency(this);
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}
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@ -17,7 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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public void AddRemapAction(Action action)
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{
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RemapActions ??= new List<Action>();
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RemapActions ??= [];
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RemapActions.Add(action);
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}
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}
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@ -74,7 +74,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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public VirtualRangeCache(MemoryManager memoryManager)
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{
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_memoryManager = memoryManager;
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_virtualRanges = new RangeList<VirtualRange>();
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_virtualRanges = [];
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_virtualRangeOverlaps = new VirtualRange[BufferCache.OverlapsBufferInitialCapacity];
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_deferredUnmaps = new ConcurrentQueue<VirtualRange>();
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}
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