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replace ByteMemoryPool usage in Ryujinx.Graphics (#7129)
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>` * refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan` * eliminate temporary buffer allocations * chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
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@@ -2,7 +2,6 @@ using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Texture.Encoders;
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using System;
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using System.Buffers;
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namespace Ryujinx.Graphics.Texture
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{
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@@ -11,7 +10,7 @@ namespace Ryujinx.Graphics.Texture
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private const int BlockWidth = 4;
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private const int BlockHeight = 4;
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public static IMemoryOwner<byte> EncodeBC7(Memory<byte> data, int width, int height, int depth, int levels, int layers)
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public static MemoryOwner<byte> EncodeBC7(Memory<byte> data, int width, int height, int depth, int levels, int layers)
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{
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int size = 0;
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@@ -23,7 +22,7 @@ namespace Ryujinx.Graphics.Texture
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size += w * h * 16 * Math.Max(1, depth >> l) * layers;
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}
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IMemoryOwner<byte> output = ByteMemoryPool.Rent(size);
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MemoryOwner<byte> output = MemoryOwner<byte>.Rent(size);
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Memory<byte> outputMemory = output.Memory;
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int imageBaseIOffs = 0;
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