Memory Changes part 2

* Slightly refactors RangeLists from the last Memory Changes MR, which fixes issue 61.

* Convert as many const size array iterators to span iterators as possible. When iterating over a const size array, every iteration created a Span, now only the first iteration does in most places.

* Now using object pooling for a few object types that were rapidly deleted and recreated.

* Converted a few flag checks to binary operations to save memory allocations.
This commit is contained in:
LotP
2025-08-26 15:30:12 -05:00
committed by KeatonTheBot
parent 01cb33f658
commit 171624e7f0
89 changed files with 2121 additions and 1157 deletions
+7 -4
View File
@@ -95,25 +95,28 @@ namespace Ryujinx.Input
{
// NOTE: Update Array size if JoystickInputId is changed.
Array3<Array2<float>> joysticksState = default;
Span<Array2<float>> joysticksStateSpan = joysticksState.AsSpan();
for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
{
(float state0, float state1) = gamepad.GetStick(inputId);
Array2<float> state = default;
Span<float> stateSpan = state.AsSpan();
state[0] = state0;
state[1] = state1;
stateSpan[0] = state0;
stateSpan[1] = state1;
joysticksState[(int)inputId] = state;
joysticksStateSpan[(int)inputId] = state;
}
// NOTE: Update Array size if GamepadInputId is changed.
Array28<bool> buttonsState = default;
Span<bool> buttonsStateSpan = buttonsState.AsSpan();
for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
{
buttonsState[(int)inputId] = gamepad.IsPressed(inputId);
buttonsStateSpan[(int)inputId] = gamepad.IsPressed(inputId);
}
return new GamepadStateSnapshot(joysticksState, buttonsState);