Optimize RangeList by not doing an allocation on every call to the Find methods

This commit is contained in:
gdk 2019-11-24 21:29:37 -03:00 committed by Thog
parent e0c95b18eb
commit d0c7732fe2
3 changed files with 92 additions and 28 deletions

View file

@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Image
{
class TextureManager
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private GpuContext _context;
private TextureBindingsManager _cpBindingsManager;
@ -24,6 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Image
private RangeList<Texture> _textures;
private Texture[] _textureOverlaps;
private AutoDeleteCache _cache;
public TextureManager(GpuContext context)
@ -41,6 +46,8 @@ namespace Ryujinx.Graphics.Gpu.Image
_textures = new RangeList<Texture>();
_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
_cache = new AutoDeleteCache();
}
@ -321,10 +328,12 @@ namespace Ryujinx.Graphics.Gpu.Image
bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
// Try to find a perfect texture match, with the same address and parameters.
Texture[] sameAddressOverlaps = _textures.FindOverlaps(info.Address);
int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
foreach (Texture overlap in sameAddressOverlaps)
for (int index = 0; index < sameAddressOverlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
if (overlap.IsPerfectMatch(info, flags))
{
if (!isSamplerTexture)
@ -376,12 +385,14 @@ namespace Ryujinx.Graphics.Gpu.Image
// Find view compatible matches.
ulong size = (ulong)sizeInfo.TotalSize;
Texture[] overlaps = _textures.FindOverlaps(info.Address, size);
int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
Texture texture = null;
foreach (Texture overlap in overlaps)
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
{
if (!isSamplerTexture)
@ -412,8 +423,10 @@ namespace Ryujinx.Graphics.Gpu.Image
// otherwise the copied data would be overwritten by a future synchronization.
texture.SynchronizeMemory();
foreach (Texture overlap in overlaps)
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
{
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
@ -432,8 +445,10 @@ namespace Ryujinx.Graphics.Gpu.Image
// of the 3D texture to the newly created 3D texture.
if (info.Target == Target.Texture3D)
{
foreach (Texture overlap in overlaps)
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
if (texture.IsViewCompatible(
overlap.Info,
overlap.Size,
@ -456,9 +471,19 @@ namespace Ryujinx.Graphics.Gpu.Image
_textures.Add(texture);
ShrinkOverlapsBufferIfNeeded();
return texture;
}
private void ShrinkOverlapsBufferIfNeeded()
{
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
}
}
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
{
// When the texture is used as view of another texture, we must