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https://github.com/Ryujinx/Ryujinx.git
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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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@ -1,5 +1,7 @@
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using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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using System;
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using System.Buffers;
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using System.Buffers.Binary;
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using System.Runtime.InteropServices;
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@ -49,15 +51,15 @@ namespace Ryujinx.Graphics.Texture
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new int[] { -3, -5, -7, -9, 2, 4, 6, 8 },
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};
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public static byte[] DecodeRgb(ReadOnlySpan<byte> data, int width, int height, int depth, int levels, int layers)
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public static IMemoryOwner<byte> DecodeRgb(ReadOnlySpan<byte> data, int width, int height, int depth, int levels, int layers)
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{
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ReadOnlySpan<ulong> dataUlong = MemoryMarshal.Cast<byte, ulong>(data);
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int inputOffset = 0;
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byte[] output = new byte[CalculateOutputSize(width, height, depth, levels, layers)];
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IMemoryOwner<byte> output = ByteMemoryPool.Rent(CalculateOutputSize(width, height, depth, levels, layers));
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output.Memory.Span);
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Span<uint> tile = stackalloc uint[BlockWidth * BlockHeight];
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int imageBaseOOffs = 0;
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@ -111,15 +113,15 @@ namespace Ryujinx.Graphics.Texture
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return output;
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}
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public static byte[] DecodePta(ReadOnlySpan<byte> data, int width, int height, int depth, int levels, int layers)
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public static IMemoryOwner<byte> DecodePta(ReadOnlySpan<byte> data, int width, int height, int depth, int levels, int layers)
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{
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ReadOnlySpan<ulong> dataUlong = MemoryMarshal.Cast<byte, ulong>(data);
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int inputOffset = 0;
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byte[] output = new byte[CalculateOutputSize(width, height, depth, levels, layers)];
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IMemoryOwner<byte> output = ByteMemoryPool.Rent(CalculateOutputSize(width, height, depth, levels, layers));
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output.Memory.Span);
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Span<uint> tile = stackalloc uint[BlockWidth * BlockHeight];
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int imageBaseOOffs = 0;
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@ -168,15 +170,15 @@ namespace Ryujinx.Graphics.Texture
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return output;
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}
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public static byte[] DecodeRgba(ReadOnlySpan<byte> data, int width, int height, int depth, int levels, int layers)
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public static IMemoryOwner<byte> DecodeRgba(ReadOnlySpan<byte> data, int width, int height, int depth, int levels, int layers)
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{
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ReadOnlySpan<ulong> dataUlong = MemoryMarshal.Cast<byte, ulong>(data);
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int inputOffset = 0;
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byte[] output = new byte[CalculateOutputSize(width, height, depth, levels, layers)];
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IMemoryOwner<byte> output = ByteMemoryPool.Rent(CalculateOutputSize(width, height, depth, levels, layers));
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output.Memory.Span);
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Span<uint> tile = stackalloc uint[BlockWidth * BlockHeight];
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int imageBaseOOffs = 0;
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