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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.
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@@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -104,9 +105,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="scale">Scale value</param>
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public void UpdateRenderScale(int index, float scale)
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{
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if (_data.RenderScale[1 + index].X != scale)
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Span<Vector4<float>> renderScaleSpan = _data.RenderScale.AsSpan();
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if (renderScaleSpan[1 + index].X != scale)
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{
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_data.RenderScale[1 + index].X = scale;
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renderScaleSpan[1 + index].X = scale;
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DirtyRenderScale(1 + index, 1);
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}
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}
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@@ -133,11 +136,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="isBgra">True if the format is BGRA, false otherwise</param>
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public void SetRenderTargetIsBgra(int index, bool isBgra)
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{
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bool isBgraChanged = _data.FragmentIsBgra[index].X != 0 != isBgra;
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Span<Vector4<int>> fragmentIsBgraSpan = _data.FragmentIsBgra.AsSpan();
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bool isBgraChanged = fragmentIsBgraSpan[index].X != 0 != isBgra;
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if (isBgraChanged)
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{
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_data.FragmentIsBgra[index].X = isBgra ? 1 : 0;
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fragmentIsBgraSpan[index].X = isBgra ? 1 : 0;
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DirtyFragmentIsBgra(index, 1);
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}
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}
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