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https://git.ryujinx.app/projects/Kenji-NX.git
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Memory changes 2.2
A few more internal changes to the RangeList systems. * No longer using a QuickAccess dictionary. * The performance of the dictionary wasn't much faster than just doing binary searches. * Using just binary searches allows us to take advantage of span and array returns as they're are faster than linked lists when iterating or copying the overlaps. Small code optimizations. Fixes a few leftover crashes.
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@@ -1,4 +1,5 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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@@ -56,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="parent">Parent buffer</param>
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/// <param name="stage">Initial buffer stage</param>
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/// <param name="baseBuffers">Buffers to inherit state from</param>
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public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, List<Buffer> baseBuffers)
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public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, RangeItem<Buffer>[] baseBuffers)
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{
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_size = (int)parent.Size;
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_systemMemoryType = context.Capabilities.MemoryType;
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@@ -72,7 +73,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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BufferStage storageFlags = stage & BufferStage.StorageMask;
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if (parent.Size > DeviceLocalSizeThreshold && baseBuffers.Count == 0)
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if (parent.Size > DeviceLocalSizeThreshold && baseBuffers.Length == 0)
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{
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_desiredType = BufferBackingType.DeviceMemory;
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}
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@@ -100,11 +101,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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// TODO: Might be nice to force atomic access to be device local for any stage.
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}
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if (baseBuffers.Count != 0)
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if (baseBuffers.Length != 0)
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{
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foreach (Buffer buffer in baseBuffers)
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foreach (RangeItem<Buffer> item in baseBuffers)
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{
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CombineState(buffer.BackingState);
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CombineState(item.Value.BackingState);
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}
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}
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}
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