Memory Changes part 2 (ryubing/ryujinx!123)

See merge request ryubing/ryujinx!123
This commit is contained in:
LotP
2025-08-25 17:44:15 -05:00
parent d499449f57
commit 50ab108ee1
90 changed files with 2133 additions and 1159 deletions

View File

@@ -1,4 +1,5 @@
using Ryujinx.Common.Memory;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Input
@@ -48,7 +49,7 @@ namespace Ryujinx.Input
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public (float, float) GetStick(StickInputId inputId)
{
Array2<float> result = _joysticksState[(int)inputId];
Span<float> result = _joysticksState[(int)inputId].AsSpan();
return (result[0], result[1]);
}
@@ -62,8 +63,9 @@ namespace Ryujinx.Input
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetStick(StickInputId inputId, float x, float y)
{
_joysticksState[(int)inputId][0] = x;
_joysticksState[(int)inputId][1] = y;
Span<float> stateSpan = _joysticksState[(int)inputId].AsSpan();
stateSpan[0] = x;
stateSpan[1] = y;
}
}
}

View File

@@ -104,25 +104,28 @@ namespace Ryujinx.Input
{
// NOTE: Update Array size if JoystickInputId is changed.
Array3<Array2<float>> joysticksState = default;
Span<Array2<float>> joysticksStateSpan = joysticksState.AsSpan();
for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
{
(float state0, float state1) = gamepad.GetStick(inputId);
Array2<float> state = default;
Span<float> stateSpan = state.AsSpan();
state[0] = state0;
state[1] = state1;
stateSpan[0] = state0;
stateSpan[1] = state1;
joysticksState[(int)inputId] = state;
joysticksStateSpan[(int)inputId] = state;
}
// NOTE: Update Array size if GamepadInputId is changed.
Array28<bool> buttonsState = default;
Span<bool> buttonsStateSpan = buttonsState.AsSpan();
for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
{
buttonsState[(int)inputId] = gamepad.IsPressed(inputId);
buttonsStateSpan[(int)inputId] = gamepad.IsPressed(inputId);
}
return new GamepadStateSnapshot(joysticksState, buttonsState);