Use pooled memory and avoid memory copies (#6691)
* perf: use ByteMemoryPool * feat: KPageTableBase/KPageTable new methods to read and write `ReadOnlySequence<byte>` * new: add IWritableBlock.Write(ulong, ReadOnlySequence<byte>) with default impl * perf: use GetReadOnlySequence() instead of GetSpan() * perf: make `Parcel` IDisposable, use `ByteMemoryPool` for internal allocation, and make Parcel consumers dispose of it * remove comment about copySize * remove unnecessary Clear()
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@@ -1,8 +1,10 @@
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Backends.SoundIo.Native;
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using Ryujinx.Audio.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Memory;
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using System;
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using System.Buffers;
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using System.Collections.Concurrent;
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using System.Runtime.CompilerServices;
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using System.Threading;
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@@ -37,7 +39,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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_outputStream = _driver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount);
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_outputStream.WriteCallback += Update;
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_outputStream.Volume = requestedVolume;
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// TODO: Setup other callbacks (errors, ect).
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// TODO: Setup other callbacks (errors, etc.)
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_outputStream.Open();
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}
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@@ -120,7 +122,9 @@ namespace Ryujinx.Audio.Backends.SoundIo
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int channelCount = areas.Length;
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byte[] samples = new byte[frameCount * bytesPerFrame];
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using IMemoryOwner<byte> samplesOwner = ByteMemoryPool.Rent(frameCount * bytesPerFrame);
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Span<byte> samples = samplesOwner.Memory.Span;
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_ringBuffer.Read(samples, 0, samples.Length);
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