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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.
46 lines
2.2 KiB
C#
46 lines
2.2 KiB
C#
using Ryujinx.Cpu.Tracking;
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using Ryujinx.Memory;
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using Ryujinx.Memory.Tracking;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Cpu
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{
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public interface IVirtualMemoryManagerTracked : IVirtualMemoryManager
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{
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/// <summary>
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/// Writes data to CPU mapped memory, without write tracking.
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/// </summary>
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/// <param name="va">Virtual address to write the data into</param>
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/// <param name="data">Data to be written</param>
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void WriteUntracked(ulong va, ReadOnlySpan<byte> data);
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <returns>The memory tracking handle</returns>
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CpuRegionHandle BeginTracking(ulong address, ulong size);
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="handles">Handles to inherit state from or reuse. When none are present, provide null</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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CpuMultiRegionHandle BeginGranularTracking(ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity);
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/// <summary>
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/// Obtains a smart memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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CpuSmartMultiRegionHandle BeginSmartGranularTracking(ulong address, ulong size, ulong granularity);
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}
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}
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