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using System;
using System.Buffers;
namespace Ryujinx.Memory
{
public sealed class WritableRegion : IDisposable
{
private readonly IWritableBlock _block;
private readonly ulong _va;
private readonly IMemoryOwner<byte> _memoryOwner;
private readonly bool _tracked;
private bool NeedsWriteback => _block != null;
public Memory<byte> Memory { get; }
public WritableRegion(IWritableBlock block, ulong va, Memory<byte> memory, bool tracked = false)
{
_block = block;
_va = va;
_tracked = tracked;
Memory = memory;
}
public WritableRegion(IWritableBlock block, ulong va, IMemoryOwner<byte> memoryOwner, bool tracked = false)
: this(block, va, memoryOwner.Memory, tracked)
{
_memoryOwner = memoryOwner;
}
public void Dispose()
{
if (NeedsWriteback)
{
if (_tracked)
{
_block.Write(_va, Memory.Span);
}
else
{
_block.WriteUntracked(_va, Memory.Span);
}
}
_memoryOwner?.Dispose();
}
}
}
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