mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-23 02:06:55 +01:00
12a7a2ead8
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.
217 lines
7.1 KiB
C#
217 lines
7.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Memory.Tracking
|
|
{
|
|
/// <summary>
|
|
/// A region handle that tracks a large region using many smaller handles, to provide
|
|
/// granular tracking that can be used to track partial updates.
|
|
/// </summary>
|
|
public class MultiRegionHandle : IMultiRegionHandle
|
|
{
|
|
/// <summary>
|
|
/// A list of region handles for each granularity sized chunk of the whole region.
|
|
/// </summary>
|
|
private readonly RegionHandle[] _handles;
|
|
private readonly ulong Address;
|
|
private readonly ulong Granularity;
|
|
private readonly ulong Size;
|
|
|
|
public bool Dirty { get; private set; } = true;
|
|
|
|
internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity)
|
|
{
|
|
_handles = new RegionHandle[size / granularity];
|
|
Granularity = granularity;
|
|
|
|
int i = 0;
|
|
|
|
if (handles != null)
|
|
{
|
|
// Inherit from the handles we were given. Any gaps must be filled with new handles,
|
|
// and old handles larger than our granularity must copy their state onto new granular handles and dispose.
|
|
// It is assumed that the provided handles do not overlap, in order, are on page boundaries,
|
|
// and don't extend past the requested range.
|
|
|
|
foreach (RegionHandle handle in handles)
|
|
{
|
|
int startIndex = (int)((handle.Address - address) / granularity);
|
|
|
|
// Fill any gap left before this handle.
|
|
while (i < startIndex)
|
|
{
|
|
RegionHandle fillHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
|
|
fillHandle.Parent = this;
|
|
_handles[i++] = fillHandle;
|
|
}
|
|
|
|
if (handle.Size == granularity)
|
|
{
|
|
handle.Parent = this;
|
|
_handles[i++] = handle;
|
|
}
|
|
else
|
|
{
|
|
int endIndex = (int)((handle.EndAddress - address) / granularity);
|
|
|
|
while (i < endIndex)
|
|
{
|
|
RegionHandle splitHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
|
|
splitHandle.Parent = this;
|
|
|
|
splitHandle.Reprotect(handle.Dirty);
|
|
|
|
RegionSignal signal = handle.PreAction;
|
|
if (signal != null)
|
|
{
|
|
splitHandle.RegisterAction(signal);
|
|
}
|
|
|
|
_handles[i++] = splitHandle;
|
|
}
|
|
|
|
handle.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fill any remaining space with new handles.
|
|
while (i < _handles.Length)
|
|
{
|
|
RegionHandle handle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
|
|
handle.Parent = this;
|
|
_handles[i++] = handle;
|
|
}
|
|
|
|
Address = address;
|
|
Size = size;
|
|
}
|
|
|
|
public void ForceDirty(ulong address, ulong size)
|
|
{
|
|
Dirty = true;
|
|
|
|
int startHandle = (int)((address - Address) / Granularity);
|
|
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
|
|
|
|
for (int i = startHandle; i <= lastHandle; i++)
|
|
{
|
|
_handles[i].SequenceNumber--;
|
|
_handles[i].ForceDirty();
|
|
}
|
|
}
|
|
|
|
public IEnumerable<RegionHandle> GetHandles()
|
|
{
|
|
return _handles;
|
|
}
|
|
|
|
public void SignalWrite()
|
|
{
|
|
Dirty = true;
|
|
}
|
|
|
|
public void QueryModified(Action<ulong, ulong> modifiedAction)
|
|
{
|
|
if (!Dirty)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Dirty = false;
|
|
|
|
QueryModified(Address, Size, modifiedAction);
|
|
}
|
|
|
|
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction)
|
|
{
|
|
int startHandle = (int)((address - Address) / Granularity);
|
|
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
|
|
|
|
ulong rgStart = _handles[startHandle].Address;
|
|
ulong rgSize = 0;
|
|
|
|
for (int i = startHandle; i <= lastHandle; i++)
|
|
{
|
|
RegionHandle handle = _handles[i];
|
|
|
|
if (handle.Dirty)
|
|
{
|
|
rgSize += handle.Size;
|
|
handle.Reprotect();
|
|
}
|
|
else
|
|
{
|
|
// Submit the region scanned so far as dirty
|
|
if (rgSize != 0)
|
|
{
|
|
modifiedAction(rgStart, rgSize);
|
|
rgSize = 0;
|
|
}
|
|
rgStart = handle.EndAddress;
|
|
}
|
|
}
|
|
|
|
if (rgSize != 0)
|
|
{
|
|
modifiedAction(rgStart, rgSize);
|
|
}
|
|
}
|
|
|
|
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber)
|
|
{
|
|
int startHandle = (int)((address - Address) / Granularity);
|
|
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
|
|
|
|
ulong rgStart = _handles[startHandle].Address;
|
|
ulong rgSize = 0;
|
|
|
|
for (int i = startHandle; i <= lastHandle; i++)
|
|
{
|
|
RegionHandle handle = _handles[i];
|
|
|
|
if (sequenceNumber != handle.SequenceNumber && handle.DirtyOrVolatile())
|
|
{
|
|
rgSize += handle.Size;
|
|
handle.Reprotect();
|
|
}
|
|
else
|
|
{
|
|
// Submit the region scanned so far as dirty
|
|
if (rgSize != 0)
|
|
{
|
|
modifiedAction(rgStart, rgSize);
|
|
rgSize = 0;
|
|
}
|
|
rgStart = handle.EndAddress;
|
|
}
|
|
|
|
handle.SequenceNumber = sequenceNumber;
|
|
}
|
|
|
|
if (rgSize != 0)
|
|
{
|
|
modifiedAction(rgStart, rgSize);
|
|
}
|
|
}
|
|
|
|
public void RegisterAction(ulong address, ulong size, RegionSignal action)
|
|
{
|
|
int startHandle = (int)((address - Address) / Granularity);
|
|
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
|
|
|
|
for (int i = startHandle; i <= lastHandle; i++)
|
|
{
|
|
_handles[i].RegisterAction(action);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
foreach (var handle in _handles)
|
|
{
|
|
handle.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|