Texture loading: reduce memory allocations (#6623)
* rebase * add methods Ryyjinx.Common EmbeddedResources and SteamUtils * GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool * Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Remove now-unused SpanOrArray<T> * post-rebase cleanup * PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast * use ByteMemoryPool.Rent() in GetWritableRegion() impls * fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()`` * Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
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29 changed files with 435 additions and 322 deletions
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@ -1,6 +1,6 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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using System.Buffers;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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@ -8,9 +8,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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public readonly CommandType CommandType => CommandType.TextureSetData;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<byte[]> _data;
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private TableRef<IMemoryOwner<byte>> _data;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<byte[]> data)
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public void Set(TableRef<ThreadedTexture> texture, TableRef<IMemoryOwner<byte>> data)
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{
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_texture = texture;
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_data = data;
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@ -19,7 +19,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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public static void Run(ref TextureSetDataCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTexture texture = command._texture.Get(threaded);
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texture.Base.SetData(new ReadOnlySpan<byte>(command._data.Get(threaded)));
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texture.Base.SetData(command._data.Get(threaded));
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}
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}
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}
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@ -1,6 +1,6 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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using System.Buffers;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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@ -8,11 +8,11 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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public readonly CommandType CommandType => CommandType.TextureSetDataSlice;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<byte[]> _data;
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private TableRef<IMemoryOwner<byte>> _data;
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private int _layer;
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private int _level;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<byte[]> data, int layer, int level)
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public void Set(TableRef<ThreadedTexture> texture, TableRef<IMemoryOwner<byte>> data, int layer, int level)
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{
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_texture = texture;
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_data = data;
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@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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public static void Run(ref TextureSetDataSliceCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTexture texture = command._texture.Get(threaded);
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texture.Base.SetData(new ReadOnlySpan<byte>(command._data.Get(threaded)), command._layer, command._level);
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texture.Base.SetData(command._data.Get(threaded), command._layer, command._level);
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}
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}
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}
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@ -1,6 +1,6 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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using System.Buffers;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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@ -8,12 +8,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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public readonly CommandType CommandType => CommandType.TextureSetDataSliceRegion;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<byte[]> _data;
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private TableRef<IMemoryOwner<byte>> _data;
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private int _layer;
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private int _level;
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private Rectangle<int> _region;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<byte[]> data, int layer, int level, Rectangle<int> region)
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public void Set(TableRef<ThreadedTexture> texture, TableRef<IMemoryOwner<byte>> data, int layer, int level, Rectangle<int> region)
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{
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_texture = texture;
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_data = data;
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@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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public static void Run(ref TextureSetDataSliceRegionCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTexture texture = command._texture.Get(threaded);
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texture.Base.SetData(new ReadOnlySpan<byte>(command._data.Get(threaded)), command._layer, command._level, command._region);
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texture.Base.SetData(command._data.Get(threaded), command._layer, command._level, command._region);
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}
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}
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}
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@ -1,6 +1,6 @@
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using System.Buffers;
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namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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{
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@ -110,21 +110,24 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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_renderer.QueueCommand();
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}
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public void SetData(SpanOrArray<byte> data)
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/// <inheritdoc/>
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public void SetData(IMemoryOwner<byte> data)
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{
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_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
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_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data));
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_renderer.QueueCommand();
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}
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public void SetData(SpanOrArray<byte> data, int layer, int level)
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/// <inheritdoc/>
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public void SetData(IMemoryOwner<byte> data, int layer, int level)
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{
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_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
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_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data), layer, level);
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_renderer.QueueCommand();
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}
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public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
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/// <inheritdoc/>
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public void SetData(IMemoryOwner<byte> data, int layer, int level, Rectangle<int> region)
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{
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_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
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_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data), layer, level, region);
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_renderer.QueueCommand();
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}
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