Inherit buffer tracking handles rather than recreating on resize (#2330)

This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:

- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.

`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
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riperiperi 2021-06-24 00:31:26 +01:00 committed by GitHub
parent e053663f27
commit 12a7a2ead8
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11 changed files with 255 additions and 58 deletions

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@ -134,13 +134,14 @@ namespace Ryujinx.Memory.Tracking
/// </summary>
/// <param name="address">CPU virtual address of the region</param>
/// <param name="size">Size of the region</param>
/// <param name="handles">Handles to inherit state from or reuse. When none are present, provide null</param>
/// <param name="granularity">Desired granularity of write tracking</param>
/// <returns>The memory tracking handle</returns>
public MultiRegionHandle BeginGranularTracking(ulong address, ulong size, ulong granularity)
public MultiRegionHandle BeginGranularTracking(ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity)
{
(address, size) = PageAlign(address, size);
return new MultiRegionHandle(this, address, size, granularity);
return new MultiRegionHandle(this, address, size, handles, granularity);
}
/// <summary>