mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-06-29 08:46:24 +02:00
refactor: use Spans for aligned buffer creation
This commit is contained in:
parent
ce438f7276
commit
fe5b6ad7c7
3 changed files with 32 additions and 28 deletions
|
@ -495,8 +495,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
private void CreateBufferAligned(ulong address, ulong size, BufferStage stage)
|
||||
{
|
||||
_buffers.Lock.EnterWriteLock();
|
||||
RangeItem<Buffer>[] overlaps = _bufferOverlaps;
|
||||
OverlapResult result = _buffers.FindOverlapsNonOverlapping(address, size, ref overlaps);
|
||||
OverlapResult result = _buffers.FindOverlapsNonOverlappingAsSpan(address, size, out ReadOnlySpan<RangeItem<Buffer>> overlaps);
|
||||
|
||||
if (result.Count != 0)
|
||||
{
|
||||
|
@ -534,10 +533,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
size = Math.Max(size, growthSize);
|
||||
endAddress = address + size;
|
||||
|
||||
result = _buffers.FindOverlapsNonOverlapping(address, size, ref overlaps);
|
||||
result = _buffers.FindOverlapsNonOverlappingAsSpan(address, size, out overlaps);
|
||||
}
|
||||
|
||||
_buffers.RemoveRange(result);
|
||||
|
||||
address = Math.Min(address, overlaps[0].Address);
|
||||
endAddress = Math.Max(endAddress, overlaps[^1].EndAddress);
|
||||
|
@ -549,15 +547,20 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
anySparseCompatible |= buffer.Value.SparseCompatible;
|
||||
}
|
||||
|
||||
|
||||
ulong newSize = endAddress - address;
|
||||
|
||||
CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlaps, result.Count);
|
||||
Buffer newBuffer = CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlaps);
|
||||
|
||||
_buffers.RemoveRange(result);
|
||||
|
||||
_buffers.Add(newBuffer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No overlap, just create a new buffer.
|
||||
Buffer buffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible: false);
|
||||
Buffer buffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible: false, ReadOnlySpan<RangeItem<Buffer>>.Empty);
|
||||
|
||||
_buffers.Add(buffer);
|
||||
}
|
||||
|
@ -579,8 +582,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
private void CreateBufferAligned(ulong address, ulong size, BufferStage stage, ulong alignment)
|
||||
{
|
||||
_buffers.Lock.EnterWriteLock();
|
||||
RangeItem<Buffer>[] overlaps = _bufferOverlaps;
|
||||
OverlapResult result = _buffers.FindOverlapsNonOverlapping(address, size, ref overlaps);
|
||||
OverlapResult result = _buffers.FindOverlapsNonOverlappingAsSpan(address, size, out ReadOnlySpan<RangeItem<Buffer>> overlaps);
|
||||
bool sparseAligned = alignment >= SparseBufferAlignmentSize;
|
||||
|
||||
if (result.Count != 0)
|
||||
|
@ -611,21 +613,23 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
address &= ~(alignment - 1);
|
||||
|
||||
oldOverlapsCount = result.Count;
|
||||
result = _buffers.FindOverlapsNonOverlapping(address, endAddress - address, ref overlaps);
|
||||
result = _buffers.FindOverlapsNonOverlappingAsSpan(address, endAddress - address, out overlaps);
|
||||
}
|
||||
while (oldOverlapsCount != result.Count);
|
||||
|
||||
_buffers.RemoveRange(result);
|
||||
|
||||
ulong newSize = endAddress - address;
|
||||
|
||||
CreateBufferAligned(address, newSize, stage, sparseAligned, overlaps, result.Count);
|
||||
Buffer newBuffer = CreateBufferAligned(address, newSize, stage, sparseAligned, overlaps);
|
||||
|
||||
_buffers.RemoveRange(result);
|
||||
|
||||
_buffers.Add(newBuffer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No overlap, just create a new buffer.
|
||||
Buffer buffer = new(_context, _physicalMemory, address, size, stage, sparseAligned);
|
||||
Buffer buffer = new(_context, _physicalMemory, address, size, stage, sparseAligned, ReadOnlySpan<RangeItem<Buffer>>.Empty);
|
||||
|
||||
_buffers.Add(buffer);
|
||||
}
|
||||
|
@ -644,14 +648,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
/// <param name="stage">The type of usage that created the buffer</param>
|
||||
/// <param name="sparseCompatible">Indicates if the buffer can be used in a sparse buffer mapping</param>
|
||||
/// <param name="overlaps">Buffers overlapping the range</param>
|
||||
/// <param name="overlapsCount">Total of overlaps</param>
|
||||
private void CreateBufferAligned(ulong address, ulong size, BufferStage stage, bool sparseCompatible, RangeItem<Buffer>[] overlaps, int overlapsCount)
|
||||
private Buffer CreateBufferAligned(ulong address, ulong size, BufferStage stage, bool sparseCompatible, ReadOnlySpan<RangeItem<Buffer>> overlaps)
|
||||
{
|
||||
Buffer newBuffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible, overlaps);
|
||||
|
||||
_buffers.Add(newBuffer);
|
||||
|
||||
for (int index = 0; index < overlapsCount; index++)
|
||||
for (int index = 0; index < overlaps.Length; index++)
|
||||
{
|
||||
Buffer buffer = overlaps[index].Value;
|
||||
|
||||
|
@ -669,6 +670,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
NotifyBuffersModified?.Invoke();
|
||||
|
||||
RecreateMultiRangeBuffers(address, size);
|
||||
|
||||
return newBuffer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue