mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-30 21:42:08 +01:00
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.
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Ryujinx.Memory.Tracking;
|
|
using System;
|
|
|
|
namespace Ryujinx.Cpu.Tracking
|
|
{
|
|
public class CpuRegionHandle : IRegionHandle
|
|
{
|
|
private readonly RegionHandle _impl;
|
|
|
|
public bool Dirty => _impl.Dirty;
|
|
public bool Unmapped => _impl.Unmapped;
|
|
public ulong Address => _impl.Address;
|
|
public ulong Size => _impl.Size;
|
|
public ulong EndAddress => _impl.EndAddress;
|
|
|
|
internal CpuRegionHandle(RegionHandle impl)
|
|
{
|
|
_impl = impl;
|
|
}
|
|
|
|
public void Dispose() => _impl.Dispose();
|
|
public bool DirtyOrVolatile() => _impl.DirtyOrVolatile();
|
|
public void ForceDirty() => _impl.ForceDirty();
|
|
public IRegionHandle GetHandle() => _impl;
|
|
public void RegisterAction(RegionSignal action) => _impl.RegisterAction(action);
|
|
public void RegisterDirtyEvent(Action action) => _impl.RegisterDirtyEvent(action);
|
|
public void Reprotect(bool asDirty = false) => _impl.Reprotect(asDirty);
|
|
|
|
public bool OverlapsWith(ulong address, ulong size) => _impl.OverlapsWith(address, size);
|
|
}
|
|
}
|