Ryujinx/Ryujinx.Memory/Range
riperiperi 7379bc2f39
Array based RangeList that caches Address/EndAddress (#2642)
* Array based RangeList that caches Address/EndAddress

In isolation, this was more than 2x faster than the RangeList that checks using the interface. In practice I'm seeing much better results than I expected. The array is used because checking it is slightly faster than using a list, which loses time to struct copies, but I still want that data locality.

A method has been added to the list to update the cached end address, as some users of the RangeList currently modify it dynamically.

Greatly improves performance in Super Mario Odyssey, Xenoblade and any other GPU limited games.

* Address Feedback
2021-09-19 14:22:26 +02:00
..
HostMemoryRange.cs POWER - Performance Optimizations With Extensive Ramifications (#2286) 2021-05-24 22:52:44 +02:00
IMultiRangeItem.cs Support for resources on non-contiguous GPU memory regions (#1905) 2021-01-17 19:44:34 +01:00
INonOverlappingRange.cs Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
IRange.cs Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
MemoryRange.cs Support for resources on non-contiguous GPU memory regions (#1905) 2021-01-17 19:44:34 +01:00
MultiRange.cs Improve handling for unmapped GPU resources (#2083) 2021-03-06 11:43:55 -03:00
MultiRangeList.cs Support for resources on non-contiguous GPU memory regions (#1905) 2021-01-17 19:44:34 +01:00
NonOverlappingRangeList.cs Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
RangeList.cs Array based RangeList that caches Address/EndAddress (#2642) 2021-09-19 14:22:26 +02:00