Misc performance tweaks (#4509)

* use Array.Empty() where instead of allocating new zero-length arrays

* structure for loops in a way that the JIT will elide array/Span bounds checking

* avoiding function calls in for loop condition tests

* avoid LINQ in a hot path

* conform with code style

* fix mistake in GetNextWaitingObject()

* fix GetNextWaitingObject() possibility of returning null if all list items have TimePoint == long.MaxValue

* make GetNextWaitingObject() behave FIFO behavior for multiple items with the same TimePoint
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jhorv 2023-03-11 15:05:48 -05:00 committed by GitHub
parent 81691b9e37
commit 23c844b2aa
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15 changed files with 48 additions and 31 deletions

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@ -1,7 +1,6 @@
using Ryujinx.Common;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Ryujinx.HLE.HOS.Kernel.Common
@ -86,7 +85,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Common
{
Interlocked.Exchange(ref _enforceWakeupFromSpinWait, 0);
next = _waitingObjects.OrderBy(x => x.TimePoint).FirstOrDefault();
next = GetNextWaitingObject();
}
if (next != null)
@ -140,6 +139,26 @@ namespace Ryujinx.HLE.HOS.Kernel.Common
}
}
private WaitingObject GetNextWaitingObject()
{
WaitingObject selected = null;
long lowestTimePoint = long.MaxValue;
for (int index = _waitingObjects.Count - 1; index >= 0; index--)
{
WaitingObject current = _waitingObjects[index];
if (current.TimePoint <= lowestTimePoint)
{
selected = current;
lowestTimePoint = current.TimePoint;
}
}
return selected;
}
public static long ConvertNanosecondsToMilliseconds(long time)
{
time /= 1000000;