mirror of
https://git.ryujinx.app/projects/Kenji-NX.git
synced 2026-09-28 06:30:05 +02:00
Memory Changes 3.2
Fixes a few crashes: - fixes a crash related to waking threads (priorities were wrong). - fixes a crash from reusing the SetRenderTargets texture array (left-over data causing issues). - fixes a mistake and an oversight in the buffer system. - buffers were getting updated wrong causing bad data to be stored or some times cut. - modified ranges would extend past their old buffers, crashing on syncs. Old buffers are now skipped as the new buffers already sync instead. Introduces pooling in a few more places to increase memory efficiency. simplified RangeList item logic. - removed RangeItem by making all the range objects use the I(NonOverlapping)Range interface. - BufferCache class no longer locks its RangeList, as the list is only ever accessed synchronously. Small change to how keyboard snapshots are stored. Increase ThreadedRenderer SpanPool size to fit slightly more data (4MB -> 8MB).
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@@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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using System.Buffers;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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@@ -8,11 +9,13 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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public static readonly ArrayPool<ITexture> ArrayPool = ArrayPool<ITexture>.Create(512, 50);
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public readonly CommandType CommandType => CommandType.SetRenderTargets;
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private int _colorsCount;
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private TableRef<ITexture[]> _colors;
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private TableRef<ITexture> _depthStencil;
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public void Set(TableRef<ITexture[]> colors, TableRef<ITexture> depthStencil)
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public void Set(int colorsCount, TableRef<ITexture[]> colors, TableRef<ITexture> depthStencil)
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{
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_colorsCount = colorsCount;
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_colors = colors;
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_depthStencil = depthStencil;
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}
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@@ -20,16 +23,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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public static void Run(ref SetRenderTargetsCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ITexture[] colors = command._colors.Get(threaded);
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ITexture[] colorsCopy = ArrayPool.Rent(colors.Length);
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Span<ITexture> colorsSpan = colors.AsSpan(0, command._colorsCount);
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for (int i = 0; i < colors.Length; i++)
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for (int i = 0; i < colorsSpan.Length; i++)
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{
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colorsCopy[i] = ((ThreadedTexture)colors[i])?.Base;
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colorsSpan[i] = ((ThreadedTexture)colorsSpan[i])?.Base;
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}
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renderer.Pipeline.SetRenderTargets(colorsCopy, command._depthStencil.GetAs<ThreadedTexture>(threaded)?.Base);
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renderer.Pipeline.SetRenderTargets(colorsSpan, command._depthStencil.GetAs<ThreadedTexture>(threaded)?.Base);
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ArrayPool.Return(colorsCopy);
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ArrayPool.Return(colors);
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}
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}
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@@ -266,12 +266,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public unsafe void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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public unsafe void SetRenderTargets(Span<ITexture> colors, ITexture depthStencil)
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{
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ITexture[] colorsCopy = SetRenderTargetsCommand.ArrayPool.Rent(colors.Length);
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colors.CopyTo(colorsCopy, 0);
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colors.CopyTo(colorsCopy.AsSpan());
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_renderer.New<SetRenderTargetsCommand>()->Set(Ref(colorsCopy), Ref(depthStencil));
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_renderer.New<SetRenderTargetsCommand>()->Set(colors.Length, Ref(colorsCopy), Ref(depthStencil));
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_renderer.QueueCommand();
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}
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@@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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/// </summary>
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public class ThreadedRenderer : IRenderer
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{
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private const int SpanPoolBytes = 4 * 1024 * 1024;
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private const int SpanPoolBytes = 8 * 1024 * 1024;
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private const int MaxRefsPerCommand = 2;
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private const int QueueCount = 10000;
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