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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@ -1,7 +1,7 @@
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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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.Collections.Generic;
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using System.Linq;
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using System.Threading;
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@ -702,19 +702,25 @@ namespace Ryujinx.Graphics.Vulkan
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return GetDataFromBuffer(result, size, result);
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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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SetData(data, 0, 0, Info.GetLayers(), Info.Levels, singleSlice: false);
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SetData(data.Memory.Span, 0, 0, Info.GetLayers(), Info.Levels, singleSlice: false);
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data.Dispose();
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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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SetData(data, layer, level, 1, 1, singleSlice: true);
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SetData(data.Memory.Span, layer, level, 1, 1, singleSlice: true);
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data.Dispose();
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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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SetData(data, layer, level, 1, 1, singleSlice: true, region);
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SetData(data.Memory.Span, layer, level, 1, 1, singleSlice: true, region);
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data.Dispose();
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}
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private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice, Rectangle<int>? region = null)
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