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https://github.com/GreemDev/Ryujinx
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d92fff541b
* Replace CacheResourceWrite with more general "precise" write The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance. This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced. The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization. I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested. This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle) I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing) * Add tests. * Add XML docs for GpuRegionHandle * Skip UpdateProtection if only precise actions were called This allows precise actions to skip reprotection costs.
315 lines
No EOL
12 KiB
C#
315 lines
No EOL
12 KiB
C#
using Ryujinx.Cpu;
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using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Memory;
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using Ryujinx.Memory.Range;
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using Ryujinx.Memory.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Represents physical memory, accessible from the GPU.
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/// This is actually working CPU virtual addresses, of memory mapped on the application process.
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/// </summary>
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class PhysicalMemory : IDisposable
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{
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public const int PageSize = 0x1000;
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private readonly GpuContext _context;
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private IVirtualMemoryManagerTracked _cpuMemory;
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private int _referenceCount;
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/// <summary>
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/// In-memory shader cache.
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/// </summary>
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public ShaderCache ShaderCache { get; }
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/// <summary>
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/// GPU buffer manager.
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/// </summary>
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public BufferCache BufferCache { get; }
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/// <summary>
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/// GPU texture manager.
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/// </summary>
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public TextureCache TextureCache { get; }
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/// <summary>
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/// Creates a new instance of the physical memory.
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/// </summary>
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/// <param name="context">GPU context that the physical memory belongs to</param>
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/// <param name="cpuMemory">CPU memory manager of the application process</param>
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public PhysicalMemory(GpuContext context, IVirtualMemoryManagerTracked cpuMemory)
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{
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_context = context;
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_cpuMemory = cpuMemory;
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ShaderCache = new ShaderCache(context);
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BufferCache = new BufferCache(context, this);
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TextureCache = new TextureCache(context, this);
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if (cpuMemory is IRefCounted rc)
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{
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rc.IncrementReferenceCount();
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}
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_referenceCount = 1;
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}
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/// <summary>
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/// Increments the memory reference count.
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/// </summary>
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public void IncrementReferenceCount()
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{
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Interlocked.Increment(ref _referenceCount);
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}
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/// <summary>
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/// Decrements the memory reference count.
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/// </summary>
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public void DecrementReferenceCount()
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{
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if (Interlocked.Decrement(ref _referenceCount) == 0 && _cpuMemory is IRefCounted rc)
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{
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rc.DecrementReferenceCount();
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}
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}
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/// <summary>
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/// Gets a span of data from the application process.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes to be range</param>
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/// <param name="tracked">True if read tracking is triggered on the span</param>
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/// <returns>A read only span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(ulong address, int size, bool tracked = false)
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{
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return _cpuMemory.GetSpan(address, size, tracked);
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}
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/// <summary>
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/// Gets a span of data from the application process.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="tracked">True if read tracking is triggered on the span</param>
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/// <returns>A read only span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(MultiRange range, bool tracked = false)
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{
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if (range.Count == 1)
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{
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var singleRange = range.GetSubRange(0);
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return _cpuMemory.GetSpan(singleRange.Address, (int)singleRange.Size, tracked);
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}
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else
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{
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Span<byte> data = new byte[range.GetSize()];
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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_cpuMemory.GetSpan(currentRange.Address, size, tracked).CopyTo(data.Slice(offset, size));
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offset += size;
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}
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return data;
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}
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}
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/// <summary>
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/// Gets a writable region from the application process.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes to be range</param>
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/// <param name="tracked">True if write tracking is triggered on the span</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(ulong address, int size, bool tracked = false)
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{
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return _cpuMemory.GetWritableRegion(address, size, tracked);
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}
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/// <summary>
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/// Reads data from the application process.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="address">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong address) where T : unmanaged
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{
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return _cpuMemory.Read<T>(address);
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}
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/// <summary>
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/// Reads data from the application process, with write tracking.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="address">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T ReadTracked<T>(ulong address) where T : unmanaged
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{
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return _cpuMemory.ReadTracked<T>(address);
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}
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/// <summary>
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/// Writes data to the application process, triggering a precise memory tracking event.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void WriteTrackedResource(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.SignalMemoryTracking(address, (ulong)data.Length, true, precise: true);
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_cpuMemory.WriteUntracked(address, data);
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void Write(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.Write(address, data);
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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public void Write(MultiRange range, ReadOnlySpan<byte> data)
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{
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WriteImpl(range, data, _cpuMemory.Write);
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}
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/// <summary>
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/// Writes data to the application process, without any tracking.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void WriteUntracked(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.WriteUntracked(address, data);
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}
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/// <summary>
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/// Writes data to the application process, without any tracking.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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public void WriteUntracked(MultiRange range, ReadOnlySpan<byte> data)
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{
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WriteImpl(range, data, _cpuMemory.WriteUntracked);
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}
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private delegate void WriteCallback(ulong address, ReadOnlySpan<byte> data);
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/// <summary>
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/// Writes data to the application process, using the supplied callback method.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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/// <param name="writeCallback">Callback method that will perform the write</param>
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private static void WriteImpl(MultiRange range, ReadOnlySpan<byte> data, WriteCallback writeCallback)
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{
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if (range.Count == 1)
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{
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var singleRange = range.GetSubRange(0);
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writeCallback(singleRange.Address, data);
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}
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else
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{
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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writeCallback(currentRange.Address, data.Slice(offset, size));
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offset += size;
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}
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}
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <returns>The memory tracking handle</returns>
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public CpuRegionHandle BeginTracking(ulong address, ulong size)
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{
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return _cpuMemory.BeginTracking(address, size);
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <returns>The memory tracking handle</returns>
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public GpuRegionHandle BeginTracking(MultiRange range)
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{
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var cpuRegionHandles = new CpuRegionHandle[range.Count];
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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cpuRegionHandles[i] = _cpuMemory.BeginTracking(currentRange.Address, currentRange.Size);
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}
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return new GpuRegionHandle(cpuRegionHandles);
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="handles">Handles to inherit state from or reuse</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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public CpuMultiRegionHandle BeginGranularTracking(ulong address, ulong size, IEnumerable<IRegionHandle> handles = null, ulong granularity = 4096)
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{
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return _cpuMemory.BeginGranularTracking(address, size, handles, granularity);
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}
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/// <summary>
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/// Obtains a smart memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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public CpuSmartMultiRegionHandle BeginSmartGranularTracking(ulong address, ulong size, ulong granularity = 4096)
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{
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return _cpuMemory.BeginSmartGranularTracking(address, size, granularity);
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}
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/// <summary>
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/// Release our reference to the CPU memory manager.
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/// </summary>
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public void Dispose()
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{
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_context.DeferredActions.Enqueue(Destroy);
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}
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/// <summary>
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/// Performs disposal of the host GPU caches with resources mapped on this physical memory.
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/// This must only be called from the render thread.
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/// </summary>
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private void Destroy()
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{
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ShaderCache.Dispose();
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BufferCache.Dispose();
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TextureCache.Dispose();
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DecrementReferenceCount();
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}
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}
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} |