mirror of
https://git.ryujinx.app/projects/Kenji-NX.git
synced 2026-09-27 05:20:06 +02:00
Memory Changes
* Refactors the RangeList and derivative classes used for handling lists of regions
* The Binary searches are now more performant, relying on edge searches instead of just returning the first matching hit and manually iterating until the edge is found
* Most look-ups now return a RangeItem, which acts as a linked list node now, instead where possible, moving away from Array copies. This should help with some specific lag spikes.
* Made IntrusiveRedBlackTreeNodes act like linked list nodes too to improve the lookup time of minimums, maximums and successors.
* Changed a few cases of HasFlag() into binary operations to save on memory allocations.
In general, [these changes] should increase frame time stability and lag spikes, but at the cost of some overhead to memory look-ups, the result being a very slightly better average fps from my testing (~1-2%).
(cherry picked from commit 01cb33f658)
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@@ -258,7 +258,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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RecordStorageAlignment(_cpStorageBuffers, index, gpuVa);
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gpuVa = BitUtils.AlignDown<ulong>(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
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gpuVa = BitUtils.AlignDown(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
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MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStageUtils.ComputeStorage(flags));
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@@ -282,7 +282,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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RecordStorageAlignment(buffers, index, gpuVa);
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gpuVa = BitUtils.AlignDown<ulong>(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
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gpuVa = BitUtils.AlignDown(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
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MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStageUtils.GraphicsStorage(stage, flags));
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@@ -761,7 +761,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (!bounds.IsUnmapped)
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{
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var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
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var isWrite = (bounds.Flags & BufferUsageFlags.Write) == BufferUsageFlags.Write;
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var range = isStorage
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? bufferCache.GetBufferRangeAligned(bounds.Range, bufferStage | BufferStageUtils.FromUsage(bounds.Flags), isWrite)
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: bufferCache.GetBufferRange(bounds.Range, bufferStage);
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@@ -798,7 +798,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (!bounds.IsUnmapped)
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{
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var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
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var isWrite = (bounds.Flags & BufferUsageFlags.Write) == BufferUsageFlags.Write;
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var range = isStorage
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? bufferCache.GetBufferRangeAligned(bounds.Range, BufferStageUtils.ComputeStorage(bounds.Flags), isWrite)
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: bufferCache.GetBufferRange(bounds.Range, BufferStage.Compute);
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@@ -817,7 +817,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Bind respective buffer bindings on the host API.
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/// </summary>
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/// <param name="ranges">Host buffers to bind, with their offsets and sizes</param>
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/// <param name="first">First binding point</param>
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/// <param name="count">Number of bindings</param>
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/// <param name="isStorage">Indicates if the buffers are storage or uniform buffers</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -866,7 +865,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="texture">Buffer texture</param>
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info for the buffer texture</param>
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/// <param name="format">Format of the buffer texture</param>
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/// <param name="isImage">Whether the binding is for an image or a sampler</param>
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public void SetBufferTextureStorage(
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ShaderStage stage,
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@@ -889,7 +887,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info for the buffer texture</param>
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/// <param name="index">Index of the binding on the array</param>
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/// <param name="format">Format of the buffer texture</param>
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public void SetBufferTextureStorage(
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ShaderStage stage,
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ITextureArray array,
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@@ -912,7 +909,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info for the buffer texture</param>
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/// <param name="index">Index of the binding on the array</param>
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/// <param name="format">Format of the buffer texture</param>
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public void SetBufferTextureStorage(
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ShaderStage stage,
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IImageArray array,
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