Use a more efficient range list on the buffer manager
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a31fced221
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1e8bc29f32
@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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private ITexture[] _rtHostColors;
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private ITexture _rtHostDs;
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private RangeList<Texture> _textures;
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private ConcurrentRangeList<Texture> _textures;
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private AutoDeleteCache _cache;
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@ -37,7 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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_textures = new RangeList<Texture>();
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_textures = new ConcurrentRangeList<Texture>();
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_cache = new AutoDeleteCache();
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}
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@ -198,7 +198,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private void CreateBuffer(ulong address, ulong size)
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{
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Buffer[] overlaps = _buffers.FindOverlaps(address, size);
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Buffer[] overlaps = _buffers.FindOverlapsNonOverlapping(address, size);
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if (overlaps.Length != 0)
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{
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210
Ryujinx.Graphics.Gpu/Memory/ConcurrentRangeList.cs
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210
Ryujinx.Graphics.Gpu/Memory/ConcurrentRangeList.cs
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@ -0,0 +1,210 @@
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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class ConcurrentRangeList<T> where T : IRange<T>
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{
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private List<T> _items;
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public int Count => _items.Count;
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public ConcurrentRangeList()
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{
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_items = new List<T>();
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}
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public void Add(T item)
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{
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lock (_items)
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{
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int index = BinarySearch(item.Address);
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if (index < 0)
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{
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index = ~index;
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}
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_items.Insert(index, item);
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}
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}
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public bool Remove(T item)
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{
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lock (_items)
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{
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int index = BinarySearch(item.Address);
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if (index >= 0)
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{
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while (index > 0 && _items[index - 1].Address == item.Address)
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{
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index--;
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}
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while (index < _items.Count)
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{
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if (_items[index].Equals(item))
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{
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_items.RemoveAt(index);
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return true;
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}
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if (_items[index].Address > item.Address)
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{
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break;
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}
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index++;
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}
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}
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}
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return false;
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}
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public T FindFirstOverlap(T item)
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{
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return FindFirstOverlap(item.Address, item.Size);
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}
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public T FindFirstOverlap(ulong address, ulong size)
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{
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lock (_items)
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{
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int index = BinarySearch(address, size);
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if (index < 0)
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{
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return default(T);
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}
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return _items[index];
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}
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}
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public T[] FindOverlaps(T item)
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{
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return FindOverlaps(item.Address, item.Size);
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}
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public T[] FindOverlaps(ulong address, ulong size)
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{
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List<T> overlapsList = new List<T>();
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ulong endAddress = address + size;
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lock (_items)
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{
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foreach (T item in _items)
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{
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if (item.Address >= endAddress)
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{
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break;
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}
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if (item.OverlapsWith(address, size))
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{
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overlapsList.Add(item);
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}
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}
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}
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return overlapsList.ToArray();
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}
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public T[] FindOverlaps(ulong address)
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{
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List<T> overlapsList = new List<T>();
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lock (_items)
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{
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int index = BinarySearch(address);
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if (index >= 0)
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{
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while (index > 0 && _items[index - 1].Address == address)
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{
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index--;
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}
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while (index < _items.Count)
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{
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T overlap = _items[index++];
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if (overlap.Address != address)
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{
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break;
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}
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overlapsList.Add(overlap);
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}
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}
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}
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return overlapsList.ToArray();
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}
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private int BinarySearch(ulong address)
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{
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int left = 0;
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int right = _items.Count - 1;
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while (left <= right)
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{
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int range = right - left;
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int middle = left + (range >> 1);
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T item = _items[middle];
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if (item.Address == address)
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{
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return middle;
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}
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if (address < item.Address)
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{
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right = middle - 1;
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}
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else
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{
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left = middle + 1;
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}
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}
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return ~left;
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}
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private int BinarySearch(ulong address, ulong size)
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{
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int left = 0;
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int right = _items.Count - 1;
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while (left <= right)
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{
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int range = right - left;
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int middle = left + (range >> 1);
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T item = _items[middle];
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if (item.OverlapsWith(address, size))
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{
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return middle;
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}
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if (address < item.Address)
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{
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right = middle - 1;
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}
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else
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{
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left = middle + 1;
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}
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}
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return ~left;
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}
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}
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}
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@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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private List<T> _items;
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public int Count => _items.Count;
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public RangeList()
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{
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_items = new List<T>();
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@ -13,49 +15,57 @@ namespace Ryujinx.Graphics.Gpu.Memory
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public void Add(T item)
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{
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lock (_items)
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int index = BinarySearch(item.Address);
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if (index < 0)
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{
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int index = BinarySearch(item.Address);
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if (index < 0)
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{
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index = ~index;
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}
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_items.Insert(index, item);
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index = ~index;
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}
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_items.Insert(index, item);
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}
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public bool Remove(T item)
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{
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lock (_items)
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int index = BinarySearch(item.Address);
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if (index >= 0)
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{
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int index = BinarySearch(item.Address);
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if (index >= 0)
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while (index > 0 && _items[index - 1].Address == item.Address)
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{
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while (index > 0 && _items[index - 1].Address == item.Address)
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{
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index--;
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}
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while (index < _items.Count)
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{
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if (_items[index].Equals(item))
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{
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_items.RemoveAt(index);
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return true;
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}
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if (_items[index].Address > item.Address)
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{
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break;
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}
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index++;
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}
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index--;
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}
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while (index < _items.Count)
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{
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if (_items[index].Equals(item))
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{
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_items.RemoveAt(index);
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return true;
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}
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if (_items[index].Address > item.Address)
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{
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break;
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}
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index++;
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}
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}
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return false;
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}
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public bool CanExitEarly(ulong address, ulong size)
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{
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int index = BinarySearch(address, size);
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if (index >= 0)
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{
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T item = _items[index];
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return address >= item.Address && address + size <= item.Address + item.Size;
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}
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return false;
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@ -68,17 +78,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
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public T FindFirstOverlap(ulong address, ulong size)
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{
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lock (_items)
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int index = BinarySearch(address, size);
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if (index < 0)
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{
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int index = BinarySearch(address, size);
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if (index < 0)
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{
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return default(T);
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}
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return _items[index];
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return default(T);
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}
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return _items[index];
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}
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public T[] FindOverlaps(T item)
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@ -111,32 +118,61 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return overlapsList.ToArray();
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}
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public T[] FindOverlapsNonOverlapping(T item)
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{
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return FindOverlapsNonOverlapping(item.Address, item.Size);
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}
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public T[] FindOverlapsNonOverlapping(ulong address, ulong size)
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{
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// This is a bit faster than FindOverlaps, but only works
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// when none of the items on the list overlaps with each other.
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List<T> overlapsList = new List<T>();
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ulong endAddress = address + size;
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int index = BinarySearch(address, size);
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if (index >= 0)
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{
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while (index > 0 && _items[index - 1].OverlapsWith(address, size))
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{
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index--;
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}
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do
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{
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overlapsList.Add(_items[index++]);
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}
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while (index < _items.Count && _items[index].OverlapsWith(address, size));
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}
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return overlapsList.ToArray();
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}
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public T[] FindOverlaps(ulong address)
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{
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List<T> overlapsList = new List<T>();
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lock (_items)
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int index = BinarySearch(address);
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if (index >= 0)
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{
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int index = BinarySearch(address);
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if (index >= 0)
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while (index > 0 && _items[index - 1].Address == address)
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{
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while (index > 0 && _items[index - 1].Address == address)
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index--;
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}
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while (index < _items.Count)
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{
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T overlap = _items[index++];
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if (overlap.Address != address)
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{
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index--;
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break;
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}
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while (index < _items.Count)
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{
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T overlap = _items[index++];
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if (overlap.Address != address)
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{
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break;
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}
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overlapsList.Add(overlap);
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}
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overlapsList.Add(overlap);
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}
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}
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