Collapse AsSpan().Slice(..) calls into AsSpan(..) (#3145)

* Collapse AsSpan().Slice(..) calls into AsSpan(..)

Less code and a bit faster

* Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
This commit is contained in:
Berkan Diler 2022-02-22 14:32:10 +01:00 committed by GitHub
parent fb935fd201
commit 644b497df1
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11 changed files with 25 additions and 25 deletions

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@ -113,7 +113,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
dataSpan[i++] = hash;
}
manifestHeader.UpdateChecksum(data.AsSpan().Slice(Unsafe.SizeOf<CacheManifestHeader>()));
manifestHeader.UpdateChecksum(data.AsSpan(Unsafe.SizeOf<CacheManifestHeader>()));
MemoryMarshal.Write(data, ref manifestHeader);
@ -447,12 +447,12 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
if (cb1DataAddress != 0 && cb1DataSize != 0)
{
memoryManager.Physical.GetSpan(cb1DataAddress, cb1DataSize).CopyTo(code.AsSpan().Slice(size, cb1DataSize));
memoryManager.Physical.GetSpan(cb1DataAddress, cb1DataSize).CopyTo(code.AsSpan(size, cb1DataSize));
}
if (translatorContext2 != null)
{
memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan().Slice(size + cb1DataSize, sizeA));
memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan(size + cb1DataSize, sizeA));
}
GuestGpuAccessorHeader gpuAccessorHeader = CreateGuestGpuAccessorCache(context.GpuAccessor);