Memory changes 3

General memory improvements to decrease GC pressure and frequency.

Pool big arrays and objects that are created and deleted often.

Skip data copies when they aren't needed.

Inline flag checks to skip unneeded allocations.

From my testing the performance is about the same, but the GC frequency is much lower and collection is faster causing less and smaller spikes.
This commit is contained in:
LotP
2025-10-30 23:25:51 -05:00
committed by KeatonTheBot
parent 2c50fbcc1f
commit e3ee28605d
42 changed files with 703 additions and 331 deletions
@@ -451,7 +451,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
// TODO: Confirm behaviour on hardware.
// When this is active, the origin appears to be on the bottom.
if (_state.State.YControl.HasFlag(YControl.NegateY))
if ((_state.State.YControl & YControl.NegateY) != 0)
{
dstY0 -= dstHeight;
}
@@ -645,7 +645,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
int width = scissor.X2 - x;
int height = scissor.Y2 - y;
if (_state.State.YControl.HasFlag(YControl.NegateY))
if ((_state.State.YControl & YControl.NegateY) != 0)
{
ref var screenScissor = ref _state.State.ScreenScissorState;
y = screenScissor.Height - height - y;
@@ -729,7 +729,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
var face = _state.State.FaceState;
bool disableTransform = _state.State.ViewportTransformEnable == 0;
bool yNegate = yControl.HasFlag(YControl.NegateY);
bool yNegate = (yControl & YControl.NegateY) != 0;
UpdateFrontFace(yControl, face.FrontFace);
UpdateDepthMode();
@@ -1229,7 +1229,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="frontFace">Front face</param>
private void UpdateFrontFace(YControl yControl, FrontFace frontFace)
{
bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip);
bool isUpperLeftOrigin = (yControl & YControl.TriangleRastFlip) == 0;
if (isUpperLeftOrigin)
{
@@ -1520,7 +1520,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
// Make sure we update the viewport size on the support buffer if it will be consumed on the new shader.
if (!_fsReadsFragCoord && _state.State.YControl.HasFlag(YControl.NegateY))
if (!_fsReadsFragCoord && (_state.State.YControl & YControl.NegateY) != 0)
{
UpdateSupportBufferViewportSize();
}