Inherit buffer tracking handles rather than recreating on resize (#2330)

This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:

- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.

`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
This commit is contained in:
riperiperi 2021-06-24 00:31:26 +01:00 committed by GitHub
parent e053663f27
commit 12a7a2ead8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
11 changed files with 255 additions and 58 deletions

View file

@ -1,5 +1,6 @@
using Ryujinx.Memory.Tracking;
using System;
using System.Collections.Generic;
namespace Ryujinx.Cpu.Tracking
{
@ -16,6 +17,7 @@ namespace Ryujinx.Cpu.Tracking
public void Dispose() => _impl.Dispose();
public void ForceDirty(ulong address, ulong size) => _impl.ForceDirty(address, size);
public IEnumerable<IRegionHandle> GetHandles() => _impl.GetHandles();
public void QueryModified(Action<ulong, ulong> modifiedAction) => _impl.QueryModified(modifiedAction);
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction) => _impl.QueryModified(address, size, modifiedAction);
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber) => _impl.QueryModified(address, size, modifiedAction, sequenceNumber);