Texture loading: reduce memory allocations (#6623)

* rebase

* add methods Ryyjinx.Common EmbeddedResources and SteamUtils

* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool

* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Remove now-unused SpanOrArray<T>

* post-rebase cleanup

* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast

* use ByteMemoryPool.Rent() in GetWritableRegion() impls

* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``

* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
This commit is contained in:
jhorv
2024-04-14 16:06:14 -04:00
committed by GitHub
parent e916662b0f
commit 268c9aecf8
29 changed files with 435 additions and 322 deletions

View File

@@ -1,3 +1,4 @@
using Ryujinx.Common.Memory;
using Ryujinx.Cpu;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Image;
@@ -6,6 +7,7 @@ using Ryujinx.Memory;
using Ryujinx.Memory.Range;
using Ryujinx.Memory.Tracking;
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
@@ -190,7 +192,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
else
{
Memory<byte> memory = new byte[range.GetSize()];
IMemoryOwner<byte> memoryOwner = ByteMemoryPool.Rent(range.GetSize());
Memory<byte> memory = memoryOwner.Memory;
int offset = 0;
for (int i = 0; i < range.Count; i++)
@@ -204,7 +208,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
offset += size;
}
return new WritableRegion(new MultiRangeWritableBlock(range, this), 0, memory, tracked);
return new WritableRegion(new MultiRangeWritableBlock(range, this), 0, memoryOwner, tracked);
}
}