NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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using ChocolArm64.Memory;
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2018-05-23 03:43:31 +02:00
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using Ryujinx.Graphics.Gal;
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2018-07-19 21:02:51 +02:00
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using System;
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2018-05-23 03:43:31 +02:00
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2018-09-08 19:51:50 +02:00
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namespace Ryujinx.Graphics.Memory
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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{
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2018-10-31 02:43:02 +01:00
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public class NvGpuVmm : IMemory, IGalMemory
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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{
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public const long AddrSize = 1L << 40;
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2018-06-09 02:15:56 +02:00
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private const int PTLvl0Bits = 14;
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private const int PTLvl1Bits = 14;
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private const int PTPageBits = 12;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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2018-06-09 02:15:56 +02:00
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private const int PTLvl0Size = 1 << PTLvl0Bits;
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private const int PTLvl1Size = 1 << PTLvl1Bits;
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public const int PageSize = 1 << PTPageBits;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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2018-06-09 02:15:56 +02:00
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private const int PTLvl0Mask = PTLvl0Size - 1;
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private const int PTLvl1Mask = PTLvl1Size - 1;
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public const int PageMask = PageSize - 1;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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2018-06-09 02:15:56 +02:00
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private const int PTLvl0Bit = PTPageBits + PTLvl1Bits;
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private const int PTLvl1Bit = PTPageBits;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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2018-10-31 02:43:02 +01:00
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public MemoryManager Memory { get; private set; }
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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2018-06-09 02:15:56 +02:00
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private NvGpuVmmCache Cache;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private const long PteUnmapped = -1;
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private const long PteReserved = -2;
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private long[][] PageTable;
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2018-10-31 02:43:02 +01:00
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public NvGpuVmm(MemoryManager Memory)
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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{
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this.Memory = Memory;
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2018-06-09 02:15:56 +02:00
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Cache = new NvGpuVmmCache();
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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PageTable = new long[PTLvl0Size][];
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}
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public long Map(long PA, long VA, long Size)
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{
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lock (PageTable)
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{
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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SetPte(VA + Offset, PA + Offset);
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}
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}
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return VA;
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}
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public long Map(long PA, long Size)
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{
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lock (PageTable)
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{
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long VA = GetFreePosition(Size);
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if (VA != -1)
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{
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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SetPte(VA + Offset, PA + Offset);
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}
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}
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return VA;
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}
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}
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2018-08-15 20:59:51 +02:00
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public long ReserveFixed(long VA, long Size)
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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{
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lock (PageTable)
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{
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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if (IsPageInUse(VA + Offset))
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{
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2018-08-15 20:59:51 +02:00
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return -1;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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}
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}
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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SetPte(VA + Offset, PteReserved);
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}
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}
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return VA;
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}
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public long Reserve(long Size, long Align)
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{
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lock (PageTable)
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{
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long Position = GetFreePosition(Size, Align);
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if (Position != -1)
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{
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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SetPte(Position + Offset, PteReserved);
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}
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}
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return Position;
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}
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}
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public void Free(long VA, long Size)
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{
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lock (PageTable)
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{
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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SetPte(VA + Offset, PteUnmapped);
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}
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}
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}
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private long GetFreePosition(long Size, long Align = 1)
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{
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2018-08-15 20:59:51 +02:00
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//Note: Address 0 is not considered valid by the driver,
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//when 0 is returned it's considered a mapping error.
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long Position = PageSize;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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long FreeSize = 0;
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if (Align < 1)
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{
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Align = 1;
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}
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Align = (Align + PageMask) & ~PageMask;
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while (Position + FreeSize < AddrSize)
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{
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if (!IsPageInUse(Position + FreeSize))
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{
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FreeSize += PageSize;
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if (FreeSize >= Size)
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{
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return Position;
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}
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}
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else
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{
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Position += FreeSize + PageSize;
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FreeSize = 0;
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long Remainder = Position % Align;
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if (Remainder != 0)
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{
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Position = (Position - Remainder) + Align;
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}
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}
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}
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return -1;
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}
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public long GetPhysicalAddress(long VA)
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{
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long BasePos = GetPte(VA);
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if (BasePos < 0)
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{
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return -1;
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}
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return BasePos + (VA & PageMask);
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}
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public bool IsRegionFree(long VA, long Size)
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{
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for (long Offset = 0; Offset < Size; Offset += PageSize)
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{
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if (IsPageInUse(VA + Offset))
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{
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return false;
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}
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}
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return true;
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}
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private bool IsPageInUse(long VA)
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{
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if (VA >> PTLvl0Bits + PTLvl1Bits + PTPageBits != 0)
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{
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return false;
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}
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long L0 = (VA >> PTLvl0Bit) & PTLvl0Mask;
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long L1 = (VA >> PTLvl1Bit) & PTLvl1Mask;
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if (PageTable[L0] == null)
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{
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return false;
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}
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return PageTable[L0][L1] != PteUnmapped;
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}
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private long GetPte(long Position)
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{
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long L0 = (Position >> PTLvl0Bit) & PTLvl0Mask;
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long L1 = (Position >> PTLvl1Bit) & PTLvl1Mask;
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if (PageTable[L0] == null)
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{
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return -1;
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}
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return PageTable[L0][L1];
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}
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private void SetPte(long Position, long TgtAddr)
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{
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long L0 = (Position >> PTLvl0Bit) & PTLvl0Mask;
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long L1 = (Position >> PTLvl1Bit) & PTLvl1Mask;
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if (PageTable[L0] == null)
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{
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PageTable[L0] = new long[PTLvl1Size];
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for (int Index = 0; Index < PTLvl1Size; Index++)
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{
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PageTable[L0][Index] = PteUnmapped;
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}
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}
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PageTable[L0][L1] = TgtAddr;
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}
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2018-07-08 21:55:15 +02:00
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public bool IsRegionModified(long PA, long Size, NvGpuBufferType BufferType)
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2018-06-09 02:15:56 +02:00
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{
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2018-07-08 21:55:15 +02:00
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return Cache.IsRegionModified(Memory, BufferType, PA, Size);
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2018-06-09 02:15:56 +02:00
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}
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2018-07-19 21:02:51 +02:00
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public IntPtr GetHostAddress(long Position, long Size)
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{
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return Memory.GetHostAddress(GetPhysicalAddress(Position), Size);
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}
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|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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public byte ReadByte(long Position)
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{
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Position = GetPhysicalAddress(Position);
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return Memory.ReadByte(Position);
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}
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public ushort ReadUInt16(long Position)
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{
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Position = GetPhysicalAddress(Position);
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return Memory.ReadUInt16(Position);
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}
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public uint ReadUInt32(long Position)
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{
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Position = GetPhysicalAddress(Position);
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return Memory.ReadUInt32(Position);
|
|
|
|
}
|
|
|
|
|
|
|
|
public ulong ReadUInt64(long Position)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
return Memory.ReadUInt64(Position);
|
|
|
|
}
|
|
|
|
|
|
|
|
public sbyte ReadSByte(long Position)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
return Memory.ReadSByte(Position);
|
|
|
|
}
|
|
|
|
|
|
|
|
public short ReadInt16(long Position)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
return Memory.ReadInt16(Position);
|
|
|
|
}
|
|
|
|
|
|
|
|
public int ReadInt32(long Position)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
return Memory.ReadInt32(Position);
|
|
|
|
}
|
|
|
|
|
|
|
|
public long ReadInt64(long Position)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
return Memory.ReadInt64(Position);
|
|
|
|
}
|
|
|
|
|
|
|
|
public byte[] ReadBytes(long Position, long Size)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
2018-06-09 02:15:02 +02:00
|
|
|
return Memory.ReadBytes(Position, Size);
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteByte(long Position, byte Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteByte(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteUInt16(long Position, ushort Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteUInt16(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteUInt32(long Position, uint Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteUInt32(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteUInt64(long Position, ulong Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteUInt64(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteSByte(long Position, sbyte Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteSByte(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteInt16(long Position, short Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteInt16(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteInt32(long Position, int Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteInt32(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteInt64(long Position, long Value)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
|
|
|
Memory.WriteInt64(Position, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void WriteBytes(long Position, byte[] Data)
|
|
|
|
{
|
|
|
|
Position = GetPhysicalAddress(Position);
|
|
|
|
|
2018-06-09 18:05:41 +02:00
|
|
|
Memory.WriteBytes(Position, Data);
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|