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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@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Silk.NET.Vulkan;
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using System;
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using System.Buffers;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using CompareOp = Ryujinx.Graphics.GAL.CompareOp;
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@ -216,7 +217,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void Initialize()
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{
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Span<byte> dummyTextureData = stackalloc byte[4];
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IMemoryOwner<byte> dummyTextureData = ByteMemoryPool.RentCleared(4);
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_dummyTexture.SetData(dummyTextureData);
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}
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