Optimize RangeList by not doing an allocation on every call to the Find methods
This commit is contained in:
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e0c95b18eb
commit
d0c7732fe2
3 changed files with 92 additions and 28 deletions
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@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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class TextureManager
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{
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private GpuContext _context;
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private TextureBindingsManager _cpBindingsManager;
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@ -24,6 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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private RangeList<Texture> _textures;
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private Texture[] _textureOverlaps;
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private AutoDeleteCache _cache;
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public TextureManager(GpuContext context)
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@ -41,6 +46,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textures = new RangeList<Texture>();
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_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
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_cache = new AutoDeleteCache();
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}
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@ -321,10 +328,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
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// Try to find a perfect texture match, with the same address and parameters.
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Texture[] sameAddressOverlaps = _textures.FindOverlaps(info.Address);
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int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
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foreach (Texture overlap in sameAddressOverlaps)
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for (int index = 0; index < sameAddressOverlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (overlap.IsPerfectMatch(info, flags))
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{
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if (!isSamplerTexture)
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@ -376,12 +385,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Find view compatible matches.
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ulong size = (ulong)sizeInfo.TotalSize;
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Texture[] overlaps = _textures.FindOverlaps(info.Address, size);
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int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
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Texture texture = null;
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foreach (Texture overlap in overlaps)
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for (int index = 0; index < overlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
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{
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if (!isSamplerTexture)
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@ -412,8 +423,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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// otherwise the copied data would be overwritten by a future synchronization.
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texture.SynchronizeMemory();
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foreach (Texture overlap in overlaps)
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for (int index = 0; index < overlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
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{
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TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
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@ -432,8 +445,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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// of the 3D texture to the newly created 3D texture.
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if (info.Target == Target.Texture3D)
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{
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foreach (Texture overlap in overlaps)
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for (int index = 0; index < overlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (texture.IsViewCompatible(
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overlap.Info,
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overlap.Size,
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@ -456,9 +471,19 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textures.Add(texture);
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ShrinkOverlapsBufferIfNeeded();
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return texture;
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}
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private void ShrinkOverlapsBufferIfNeeded()
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{
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if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
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{
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Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
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}
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}
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private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
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{
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// When the texture is used as view of another texture, we must
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@ -8,6 +8,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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class BufferManager
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{
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private const ulong BufferAlignmentSize = 0x1000;
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private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
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@ -15,6 +18,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private RangeList<Buffer> _buffers;
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private Buffer[] _bufferOverlaps;
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private IndexBuffer _indexBuffer;
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private VertexBuffer[] _vertexBuffers;
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@ -57,6 +62,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_buffers = new RangeList<Buffer>();
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_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
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_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
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@ -207,9 +214,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private void CreateBuffer(ulong address, ulong size)
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{
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Buffer[] overlaps = _buffers.FindOverlapsNonOverlapping(address, size);
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int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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if (overlaps.Length != 0)
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if (overlapsCount != 0)
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{
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// The buffer already exists. We can just return the existing buffer
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// if the buffer we need is fully contained inside the overlapping buffer.
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@ -218,10 +225,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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// old buffer(s) to the new buffer.
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ulong endAddress = address + size;
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if (overlaps[0].Address > address || overlaps[0].EndAddress < endAddress)
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if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
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{
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foreach (Buffer buffer in overlaps)
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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address = Math.Min(address, buffer.Address);
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endAddress = Math.Max(endAddress, buffer.EndAddress);
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@ -234,8 +243,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_buffers.Add(newBuffer);
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foreach (Buffer buffer in overlaps)
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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int dstOffset = (int)(buffer.Address - newBuffer.Address);
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buffer.CopyTo(newBuffer, dstOffset);
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@ -253,6 +264,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_buffers.Add(buffer);
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}
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ShrinkOverlapsBufferIfNeeded();
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}
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private void ShrinkOverlapsBufferIfNeeded()
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{
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if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
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{
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Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
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}
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}
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public ulong GetComputeUniformBufferAddress(int index)
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@ -1,9 +1,12 @@
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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class RangeList<T> where T : IRange<T>
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{
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private const int ArrayGrowthSize = 32;
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private List<T> _items;
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public RangeList()
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@ -72,14 +75,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _items[index];
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}
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public T[] FindOverlaps(T item)
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public int FindOverlaps(T item, ref T[] output)
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{
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return FindOverlaps(item.Address, item.Size);
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return FindOverlaps(item.Address, item.Size, ref output);
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}
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public T[] FindOverlaps(ulong address, ulong size)
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public int FindOverlaps(ulong address, ulong size, ref T[] output)
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{
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List<T> overlapsList = new List<T>();
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int outputIndex = 0;
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ulong endAddress = address + size;
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@ -94,24 +97,29 @@ namespace Ryujinx.Graphics.Gpu.Memory
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if (item.OverlapsWith(address, size))
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{
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overlapsList.Add(item);
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}
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}
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}
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return overlapsList.ToArray();
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}
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public T[] FindOverlapsNonOverlapping(T item)
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if (outputIndex == output.Length)
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{
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return FindOverlapsNonOverlapping(item.Address, item.Size);
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Array.Resize(ref output, outputIndex + ArrayGrowthSize);
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}
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public T[] FindOverlapsNonOverlapping(ulong address, ulong size)
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output[outputIndex++] = item;
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}
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}
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}
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return outputIndex;
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}
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public int FindOverlapsNonOverlapping(T item, ref T[] output)
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{
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return FindOverlapsNonOverlapping(item.Address, item.Size, ref output);
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}
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public int FindOverlapsNonOverlapping(ulong address, ulong size, ref T[] output)
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{
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// This is a bit faster than FindOverlaps, but only works
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// when none of the items on the list overlaps with each other.
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List<T> overlapsList = new List<T>();
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int outputIndex = 0;
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ulong endAddress = address + size;
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@ -126,20 +134,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
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do
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{
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overlapsList.Add(_items[index++]);
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if (outputIndex == output.Length)
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{
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Array.Resize(ref output, outputIndex + ArrayGrowthSize);
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}
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output[outputIndex++] = _items[index++];
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}
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while (index < _items.Count && _items[index].OverlapsWith(address, size));
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}
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return overlapsList.ToArray();
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return outputIndex;
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}
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public T[] FindOverlaps(ulong address)
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public int FindOverlaps(ulong address, ref T[] output)
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{
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List<T> overlapsList = new List<T>();
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int index = BinarySearch(address);
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int outputIndex = 0;
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if (index >= 0)
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{
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while (index > 0 && _items[index - 1].Address == address)
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@ -156,11 +169,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
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break;
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}
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overlapsList.Add(overlap);
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if (outputIndex == output.Length)
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{
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Array.Resize(ref output, outputIndex + ArrayGrowthSize);
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}
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output[outputIndex++] = overlap;
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}
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}
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return overlapsList.ToArray();
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return outputIndex;
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}
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private int BinarySearch(ulong address)
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