refactor: use Spans for aligned buffer creation

This commit is contained in:
LotP1 2025-06-03 23:53:48 +02:00
parent ce438f7276
commit fe5b6ad7c7
3 changed files with 32 additions and 28 deletions

View file

@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="parent">Parent buffer</param>
/// <param name="stage">Initial buffer stage</param>
/// <param name="baseBuffers">Buffers to inherit state from</param>
public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, IEnumerable<RangeItem<Buffer>> baseBuffers = null)
public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, ReadOnlySpan<RangeItem<Buffer>> baseBuffers)
{
_size = (int)parent.Size;
_systemMemoryType = context.Capabilities.MemoryType;
@ -73,7 +73,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
BufferStage storageFlags = stage & BufferStage.StorageMask;
if (parent.Size > DeviceLocalSizeThreshold && baseBuffers == null)
if (parent.Size > DeviceLocalSizeThreshold && baseBuffers.IsEmpty)
{
_desiredType = BufferBackingType.DeviceMemory;
}
@ -101,7 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
// TODO: Might be nice to force atomic access to be device local for any stage.
}
if (baseBuffers != null)
if (!baseBuffers.IsEmpty)
{
foreach (RangeItem<Buffer> buffer in baseBuffers)
{