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synced 2026-10-22 03:46:53 +02:00
renderer: reduce synchronization and allocation overhead
Performance changes from #1495: - Sync changed BDA ranges instead of scanning all mappings. - Let VMA suballocate BDA buffers. - Remove the renderer lock from presentation. - Keep compatible pipeline caches across builds. - Fold masked shifts that always produce zero.
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@@ -90,6 +90,7 @@ bool RenderContext::IsMapped(uint64_t vaddr, uint64_t size) const noexcept {
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void RenderContext::MapMemory(uint64_t vaddr, uint64_t size) {
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std::lock_guard lock(m_mapped_ranges_mutex);
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m_mapped_ranges.Add(vaddr, size);
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m_buffer_cache.QueueBdaSync(vaddr, size);
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}
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void RenderContext::UnmapMemory(uint64_t vaddr, uint64_t size) {
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@@ -129,9 +130,7 @@ void RenderContext::PrepareBda() {
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m_bda_logged = true;
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}
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std::shared_lock lock(m_mapped_ranges_mutex);
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m_mapped_ranges.ForEach([this](uint64_t start, uint64_t end) {
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m_buffer_cache.SynchronizeBuffersInRange(start, end - start);
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});
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m_buffer_cache.SynchronizeBda(m_mapped_ranges);
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m_fault_process_pending = true;
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}
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