12a7a2ead8
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.
27 lines
1.2 KiB
C#
27 lines
1.2 KiB
C#
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.Tracking
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{
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public class CpuMultiRegionHandle : IMultiRegionHandle
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{
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private readonly MultiRegionHandle _impl;
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public bool Dirty => _impl.Dirty;
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internal CpuMultiRegionHandle(MultiRegionHandle 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 void ForceDirty(ulong address, ulong size) => _impl.ForceDirty(address, size);
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public IEnumerable<IRegionHandle> GetHandles() => _impl.GetHandles();
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public void QueryModified(Action<ulong, ulong> modifiedAction) => _impl.QueryModified(modifiedAction);
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction) => _impl.QueryModified(address, size, modifiedAction);
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber) => _impl.QueryModified(address, size, modifiedAction, sequenceNumber);
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public void RegisterAction(ulong address, ulong size, RegionSignal action) => _impl.RegisterAction(address, size, action);
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public void SignalWrite() => _impl.SignalWrite();
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}
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}
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