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This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally: - Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance) - Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading. - Small improvement to other games, potential 1-frame stutters avoided. `ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using Ryujinx.Memory.Tracking;
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using System;
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namespace Ryujinx.Cpu.Tracking
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{
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public class CpuRegionHandle : IRegionHandle
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{
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private readonly RegionHandle _impl;
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public bool Dirty => _impl.Dirty;
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public bool Unmapped => _impl.Unmapped;
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public ulong Address => _impl.Address;
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public ulong Size => _impl.Size;
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public ulong EndAddress => _impl.EndAddress;
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internal CpuRegionHandle(RegionHandle impl)
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{
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_impl = impl;
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}
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public void Dispose() => _impl.Dispose();
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public bool DirtyOrVolatile() => _impl.DirtyOrVolatile();
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public void ForceDirty() => _impl.ForceDirty();
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public IRegionHandle GetHandle() => _impl;
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public void RegisterAction(RegionSignal action) => _impl.RegisterAction(action);
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public void RegisterDirtyEvent(Action action) => _impl.RegisterDirtyEvent(action);
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public void Reprotect(bool asDirty = false) => _impl.Reprotect(asDirty);
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public bool OverlapsWith(ulong address, ulong size) => _impl.OverlapsWith(address, size);
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}
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}
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