Ryujinx/Ryujinx.Graphics.Gpu
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
..
Engine Set texture/image bindings in place rather than allocating and passing an array (#2647) 2021-09-19 14:03:05 +02:00
Image Set texture/image bindings in place rather than allocating and passing an array (#2647) 2021-09-19 14:03:05 +02:00
Memory Array based RangeList that caches Address/EndAddress (#2642) 2021-09-19 14:22:26 +02:00
Shader Fix TXQ for 3D textures. (#2613) 2021-09-02 00:17:43 -03:00
Synchronization Improved Logger (#1292) 2020-08-04 01:32:53 +02:00
ClassId.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
Constants.cs Improve linear texture compatibility rules (#2099) 2021-03-19 02:17:38 +01:00
GpuChannel.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
GpuContext.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
GraphicsConfig.cs Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557) 2021-08-26 23:50:28 +02:00
Ryujinx.Graphics.Gpu.csproj infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
Window.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00