From 12a7a2ead812d46deb9d978b6758731157be1cbc Mon Sep 17 00:00:00 2001 From: riperiperi Date: Thu, 24 Jun 2021 00:31:26 +0100 Subject: Inherit buffer tracking handles rather than recreating on resize (#2330) 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. --- Ryujinx.Cpu/Tracking/CpuRegionHandle.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'Ryujinx.Cpu/Tracking/CpuRegionHandle.cs') diff --git a/Ryujinx.Cpu/Tracking/CpuRegionHandle.cs b/Ryujinx.Cpu/Tracking/CpuRegionHandle.cs index acb27b40..dd122288 100644 --- a/Ryujinx.Cpu/Tracking/CpuRegionHandle.cs +++ b/Ryujinx.Cpu/Tracking/CpuRegionHandle.cs @@ -21,6 +21,7 @@ namespace Ryujinx.Cpu.Tracking 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); -- cgit v1.2.3