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)
This commit is contained in:
LotP
2025-09-12 21:23:24 -05:00
committed by KeatonTheBot
parent faa8fb6642
commit ff0daa9f35
17 changed files with 1596 additions and 748 deletions
@@ -258,7 +258,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
RecordStorageAlignment(_cpStorageBuffers, index, gpuVa);
gpuVa = BitUtils.AlignDown<ulong>(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
gpuVa = BitUtils.AlignDown(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStageUtils.ComputeStorage(flags));
@@ -282,7 +282,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
RecordStorageAlignment(buffers, index, gpuVa);
gpuVa = BitUtils.AlignDown<ulong>(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
gpuVa = BitUtils.AlignDown(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment);
MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStageUtils.GraphicsStorage(stage, flags));
@@ -761,7 +761,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (!bounds.IsUnmapped)
{
var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
var isWrite = (bounds.Flags & BufferUsageFlags.Write) == BufferUsageFlags.Write;
var range = isStorage
? bufferCache.GetBufferRangeAligned(bounds.Range, bufferStage | BufferStageUtils.FromUsage(bounds.Flags), isWrite)
: bufferCache.GetBufferRange(bounds.Range, bufferStage);
@@ -798,7 +798,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (!bounds.IsUnmapped)
{
var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
var isWrite = (bounds.Flags & BufferUsageFlags.Write) == BufferUsageFlags.Write;
var range = isStorage
? bufferCache.GetBufferRangeAligned(bounds.Range, BufferStageUtils.ComputeStorage(bounds.Flags), isWrite)
: bufferCache.GetBufferRange(bounds.Range, BufferStage.Compute);
@@ -817,7 +817,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="ranges">Host buffers to bind, with their offsets and sizes</param>
/// <param name="first">First binding point</param>
/// <param name="count">Number of bindings</param>
/// <param name="isStorage">Indicates if the buffers are storage or uniform buffers</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -866,7 +865,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info for the buffer texture</param>
/// <param name="format">Format of the buffer texture</param>
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public void SetBufferTextureStorage(
ShaderStage stage,
@@ -889,7 +887,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info for the buffer texture</param>
/// <param name="index">Index of the binding on the array</param>
/// <param name="format">Format of the buffer texture</param>
public void SetBufferTextureStorage(
ShaderStage stage,
ITextureArray array,
@@ -912,7 +909,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info for the buffer texture</param>
/// <param name="index">Index of the binding on the array</param>
/// <param name="format">Format of the buffer texture</param>
public void SetBufferTextureStorage(
ShaderStage stage,
IImageArray array,