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Use a more efficient range list on the buffer manager

This commit is contained in:
gdk 2019-11-08 16:39:12 -03:00 committed by Thog
parent a31fced221
commit 1e8bc29f32
4 changed files with 309 additions and 63 deletions

View file

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Image
private ITexture[] _rtHostColors; private ITexture[] _rtHostColors;
private ITexture _rtHostDs; private ITexture _rtHostDs;
private RangeList<Texture> _textures; private ConcurrentRangeList<Texture> _textures;
private AutoDeleteCache _cache; private AutoDeleteCache _cache;
@ -37,7 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Image
_rtHostColors = new ITexture[Constants.TotalRenderTargets]; _rtHostColors = new ITexture[Constants.TotalRenderTargets];
_textures = new RangeList<Texture>(); _textures = new ConcurrentRangeList<Texture>();
_cache = new AutoDeleteCache(); _cache = new AutoDeleteCache();
} }

View file

@ -198,7 +198,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
private void CreateBuffer(ulong address, ulong size) private void CreateBuffer(ulong address, ulong size)
{ {
Buffer[] overlaps = _buffers.FindOverlaps(address, size); Buffer[] overlaps = _buffers.FindOverlapsNonOverlapping(address, size);
if (overlaps.Length != 0) if (overlaps.Length != 0)
{ {

View file

@ -0,0 +1,210 @@
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Memory
{
class ConcurrentRangeList<T> where T : IRange<T>
{
private List<T> _items;
public int Count => _items.Count;
public ConcurrentRangeList()
{
_items = new List<T>();
}
public void Add(T item)
{
lock (_items)
{
int index = BinarySearch(item.Address);
if (index < 0)
{
index = ~index;
}
_items.Insert(index, item);
}
}
public bool Remove(T item)
{
lock (_items)
{
int index = BinarySearch(item.Address);
if (index >= 0)
{
while (index > 0 && _items[index - 1].Address == item.Address)
{
index--;
}
while (index < _items.Count)
{
if (_items[index].Equals(item))
{
_items.RemoveAt(index);
return true;
}
if (_items[index].Address > item.Address)
{
break;
}
index++;
}
}
}
return false;
}
public T FindFirstOverlap(T item)
{
return FindFirstOverlap(item.Address, item.Size);
}
public T FindFirstOverlap(ulong address, ulong size)
{
lock (_items)
{
int index = BinarySearch(address, size);
if (index < 0)
{
return default(T);
}
return _items[index];
}
}
public T[] FindOverlaps(T item)
{
return FindOverlaps(item.Address, item.Size);
}
public T[] FindOverlaps(ulong address, ulong size)
{
List<T> overlapsList = new List<T>();
ulong endAddress = address + size;
lock (_items)
{
foreach (T item in _items)
{
if (item.Address >= endAddress)
{
break;
}
if (item.OverlapsWith(address, size))
{
overlapsList.Add(item);
}
}
}
return overlapsList.ToArray();
}
public T[] FindOverlaps(ulong address)
{
List<T> overlapsList = new List<T>();
lock (_items)
{
int index = BinarySearch(address);
if (index >= 0)
{
while (index > 0 && _items[index - 1].Address == address)
{
index--;
}
while (index < _items.Count)
{
T overlap = _items[index++];
if (overlap.Address != address)
{
break;
}
overlapsList.Add(overlap);
}
}
}
return overlapsList.ToArray();
}
private int BinarySearch(ulong address)
{
int left = 0;
int right = _items.Count - 1;
while (left <= right)
{
int range = right - left;
int middle = left + (range >> 1);
T item = _items[middle];
if (item.Address == address)
{
return middle;
}
if (address < item.Address)
{
right = middle - 1;
}
else
{
left = middle + 1;
}
}
return ~left;
}
private int BinarySearch(ulong address, ulong size)
{
int left = 0;
int right = _items.Count - 1;
while (left <= right)
{
int range = right - left;
int middle = left + (range >> 1);
T item = _items[middle];
if (item.OverlapsWith(address, size))
{
return middle;
}
if (address < item.Address)
{
right = middle - 1;
}
else
{
left = middle + 1;
}
}
return ~left;
}
}
}

View file

@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
private List<T> _items; private List<T> _items;
public int Count => _items.Count;
public RangeList() public RangeList()
{ {
_items = new List<T>(); _items = new List<T>();
@ -13,49 +15,57 @@ namespace Ryujinx.Graphics.Gpu.Memory
public void Add(T item) public void Add(T item)
{ {
lock (_items) int index = BinarySearch(item.Address);
if (index < 0)
{ {
int index = BinarySearch(item.Address); index = ~index;
if (index < 0)
{
index = ~index;
}
_items.Insert(index, item);
} }
_items.Insert(index, item);
} }
public bool Remove(T item) public bool Remove(T item)
{ {
lock (_items) int index = BinarySearch(item.Address);
if (index >= 0)
{ {
int index = BinarySearch(item.Address); while (index > 0 && _items[index - 1].Address == item.Address)
if (index >= 0)
{ {
while (index > 0 && _items[index - 1].Address == item.Address) index--;
{
index--;
}
while (index < _items.Count)
{
if (_items[index].Equals(item))
{
_items.RemoveAt(index);
return true;
}
if (_items[index].Address > item.Address)
{
break;
}
index++;
}
} }
while (index < _items.Count)
{
if (_items[index].Equals(item))
{
_items.RemoveAt(index);
return true;
}
if (_items[index].Address > item.Address)
{
break;
}
index++;
}
}
return false;
}
public bool CanExitEarly(ulong address, ulong size)
{
int index = BinarySearch(address, size);
if (index >= 0)
{
T item = _items[index];
return address >= item.Address && address + size <= item.Address + item.Size;
} }
return false; return false;
@ -68,17 +78,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
public T FindFirstOverlap(ulong address, ulong size) public T FindFirstOverlap(ulong address, ulong size)
{ {
lock (_items) int index = BinarySearch(address, size);
if (index < 0)
{ {
int index = BinarySearch(address, size); return default(T);
if (index < 0)
{
return default(T);
}
return _items[index];
} }
return _items[index];
} }
public T[] FindOverlaps(T item) public T[] FindOverlaps(T item)
@ -111,32 +118,61 @@ namespace Ryujinx.Graphics.Gpu.Memory
return overlapsList.ToArray(); return overlapsList.ToArray();
} }
public T[] FindOverlapsNonOverlapping(T item)
{
return FindOverlapsNonOverlapping(item.Address, item.Size);
}
public T[] FindOverlapsNonOverlapping(ulong address, ulong size)
{
// This is a bit faster than FindOverlaps, but only works
// when none of the items on the list overlaps with each other.
List<T> overlapsList = new List<T>();
ulong endAddress = address + size;
int index = BinarySearch(address, size);
if (index >= 0)
{
while (index > 0 && _items[index - 1].OverlapsWith(address, size))
{
index--;
}
do
{
overlapsList.Add(_items[index++]);
}
while (index < _items.Count && _items[index].OverlapsWith(address, size));
}
return overlapsList.ToArray();
}
public T[] FindOverlaps(ulong address) public T[] FindOverlaps(ulong address)
{ {
List<T> overlapsList = new List<T>(); List<T> overlapsList = new List<T>();
lock (_items) int index = BinarySearch(address);
if (index >= 0)
{ {
int index = BinarySearch(address); while (index > 0 && _items[index - 1].Address == address)
if (index >= 0)
{ {
while (index > 0 && _items[index - 1].Address == address) index--;
}
while (index < _items.Count)
{
T overlap = _items[index++];
if (overlap.Address != address)
{ {
index--; break;
} }
while (index < _items.Count) overlapsList.Add(overlap);
{
T overlap = _items[index++];
if (overlap.Address != address)
{
break;
}
overlapsList.Add(overlap);
}
} }
} }