diff options
author | riperiperi <rhy3756547@hotmail.com> | 2023-01-17 03:39:46 +0000 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-01-17 04:39:46 +0100 |
commit | f0e27a23a5a4c834cc846e415c9cce0597e8d6c5 (patch) | |
tree | e7ec2acf2838b5306cee3803a5d31ff0e302e402 /Ryujinx.Graphics.Gpu/Image/Pool.cs | |
parent | e68650237db2d5fd0fb78d9e21378d139338246f (diff) |
Add short duration texture cache (#3754)1.1.566
* Add short duration texture cache
This texture cache takes textures that lose their last pool reference and keeps them alive until the next frame, or until an incompatible overlap removes it. This is done since under certain circumstances, a texture's reference can be wiped from a pool despite it still being in use - though typically the reference will return when rendering the next frame.
While this may slightly increase texture memory usage when quickly going through a bunch of temporary textures, it's still bounded due to the overlap removal rule.
This greatly increases performance in Hyrule Warriors: Age of Calamity. It may positively affect some UE4 games which dip framerate severely under certain circumstances.
* Small optimization
* Don't forget this.
* Add short cache dictionary
* Address feedback
* Address some feedback
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/Pool.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Image/Pool.cs | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/Pool.cs b/Ryujinx.Graphics.Gpu/Image/Pool.cs index ddd69807..ee4c051f 100644 --- a/Ryujinx.Graphics.Gpu/Image/Pool.cs +++ b/Ryujinx.Graphics.Gpu/Image/Pool.cs @@ -91,7 +91,17 @@ namespace Ryujinx.Graphics.Gpu.Image /// <returns>A reference to the descriptor</returns> public ref readonly T2 GetDescriptorRef(int id) { - return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(Address + (ulong)id * DescriptorSize, DescriptorSize))[0]; + return ref GetDescriptorRefAddress(Address + (ulong)id * DescriptorSize); + } + + /// <summary> + /// Gets a reference to the descriptor for a given address. + /// </summary> + /// <param name="address">Address of the descriptor</param> + /// <returns>A reference to the descriptor</returns> + public ref readonly T2 GetDescriptorRefAddress(ulong address) + { + return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(address, DescriptorSize))[0]; } /// <summary> |