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Texture loading: reduce memory allocations (#6623)
* rebase * add methods Ryyjinx.Common EmbeddedResources and SteamUtils * GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool * Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Remove now-unused SpanOrArray<T> * post-rebase cleanup * PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast * use ByteMemoryPool.Rent() in GetWritableRegion() impls * fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()`` * Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
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@@ -33,7 +33,8 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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public int Quality
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{
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get => _quality; set
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get => _quality;
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set
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{
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_quality = Math.Clamp(value, 0, _qualities.Length - 1);
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}
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@@ -150,8 +151,8 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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_areaTexture = new TextureStorage(_renderer, areaInfo);
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_searchTexture = new TextureStorage(_renderer, searchInfo);
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var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin");
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var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin");
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var areaTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin");
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var searchTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin");
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var areaView = _areaTexture.CreateDefaultView();
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var searchView = _searchTexture.CreateDefaultView();
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