New pooled memory types (#6821)

* feat: add new types MemoryOwner and SpanOwner

* use SpanOwner instead of new array allocation

* change for loop condition to `fences.Length` instead of `count` to elide Span boundary checks on `fences`
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jhorv 2024-06-02 21:24:14 -04:00 committed by GitHub
parent 888402ecaf
commit 1ecc8fbc3b
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3 changed files with 258 additions and 2 deletions

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@ -1,3 +1,4 @@
using Ryujinx.Common.Memory;
using Silk.NET.Vulkan;
using System;
@ -165,14 +166,15 @@ namespace Ryujinx.Graphics.Vulkan
/// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
{
Span<FenceHolder> fenceHolders = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
using SpanOwner<FenceHolder> fenceHoldersOwner = SpanOwner<FenceHolder>.Rent(CommandBufferPool.MaxCommandBuffers);
Span<FenceHolder> fenceHolders = fenceHoldersOwner.Span;
int count = size != 0 ? GetOverlappingFences(fenceHolders, offset, size) : GetFences(fenceHolders);
Span<Fence> fences = stackalloc Fence[count];
int fenceCount = 0;
for (int i = 0; i < count; i++)
for (int i = 0; i < fences.Length; i++)
{
if (fenceHolders[i].TryGet(out Fence fence))
{