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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15 changed files with 48 additions and 31 deletions
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@ -1,7 +1,6 @@
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using Ryujinx.Common;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Kernel.Common
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@ -86,7 +85,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Common
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{
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Interlocked.Exchange(ref _enforceWakeupFromSpinWait, 0);
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next = _waitingObjects.OrderBy(x => x.TimePoint).FirstOrDefault();
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next = GetNextWaitingObject();
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}
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if (next != null)
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@ -140,6 +139,26 @@ namespace Ryujinx.HLE.HOS.Kernel.Common
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}
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}
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private WaitingObject GetNextWaitingObject()
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{
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WaitingObject selected = null;
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long lowestTimePoint = long.MaxValue;
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for (int index = _waitingObjects.Count - 1; index >= 0; index--)
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{
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WaitingObject current = _waitingObjects[index];
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if (current.TimePoint <= lowestTimePoint)
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{
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selected = current;
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lowestTimePoint = current.TimePoint;
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}
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}
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return selected;
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}
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public static long ConvertNanosecondsToMilliseconds(long time)
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{
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time /= 1000000;
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