Ryujinx/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs

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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer manager.
/// </summary>
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class BufferManager
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
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private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private GpuContext _context;
private RangeList<Buffer> _buffers;
private Buffer[] _bufferOverlaps;
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private IndexBuffer _indexBuffer;
private VertexBuffer[] _vertexBuffers;
private class BuffersPerStage
{
public uint EnableMask { get; set; }
public BufferBounds[] Buffers { get; }
public BuffersPerStage(int count)
{
Buffers = new BufferBounds[count];
}
public void Bind(int index, ulong address, ulong size)
{
Buffers[index].Address = address;
Buffers[index].Size = size;
}
}
private BuffersPerStage _cpStorageBuffers;
private BuffersPerStage _cpUniformBuffers;
private BuffersPerStage[] _gpStorageBuffers;
private BuffersPerStage[] _gpUniformBuffers;
private bool _gpStorageBuffersDirty;
private bool _gpUniformBuffersDirty;
private bool _indexBufferDirty;
private bool _vertexBuffersDirty;
private uint _vertexBuffersEnableMask;
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private bool _rebind;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
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public BufferManager(GpuContext context)
{
_context = context;
_buffers = new RangeList<Buffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
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_gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages];
_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
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for (int index = 0; index < Constants.ShaderStages; index++)
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{
_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
}
}
/// <summary>
/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the index buffer</param>
/// <param name="size">Size, in bytes, of the index buffer</param>
/// <param name="type">Type of each index buffer element</param>
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public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_indexBuffer.Address = address;
_indexBuffer.Size = size;
_indexBuffer.Type = type;
_indexBufferDirty = true;
}
/// <summary>
/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
/// </summary>
/// <param name="index">Index of the vertex buffer (up to 16)</param>
/// <param name="gpuVa">GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <param name="stride">Stride of the buffer, defined as the number of bytes of each vertex</param>
/// <param name="divisor">Vertex divisor of the buffer, for instanced draws</param>
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public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_vertexBuffers[index].Address = address;
_vertexBuffers[index].Size = size;
_vertexBuffers[index].Stride = stride;
_vertexBuffers[index].Divisor = divisor;
_vertexBuffersDirty = true;
if (address != 0)
{
_vertexBuffersEnableMask |= 1u << index;
}
else
{
_vertexBuffersEnableMask &= ~(1u << index);
}
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}
/// <summary>
/// Sets a storage buffer on the compute pipeline.
/// Storage buffers can be read and written to on shaders.
/// </summary>
/// <param name="index">Index of the storage buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
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public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
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gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpStorageBuffers.Bind(index, address, size);
}
/// <summary>
/// Sets a storage buffer on the graphics pipeline.
/// Storage buffers can be read and written to on shaders.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="index">Index of the storage buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
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public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
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gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
_gpStorageBuffers[stage].Buffers[index].Size != size)
{
_gpStorageBuffersDirty = true;
}
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_gpStorageBuffers[stage].Bind(index, address, size);
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}
/// <summary>
/// Sets a uniform buffer on the compute pipeline.
/// Uniform buffers are read-only from shaders, and have a small capacity.
/// </summary>
/// <param name="index">Index of the uniform buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
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public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpUniformBuffers.Bind(index, address, size);
}
/// <summary>
/// Sets a uniform buffer on the graphics pipeline.
/// Uniform buffers are read-only from shaders, and have a small capacity.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="index">Index of the uniform buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
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public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_gpUniformBuffers[stage].Bind(index, address, size);
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Sets the enabled storage buffers mask on the compute pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
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public void SetComputeStorageBufferEnableMask(uint mask)
{
_cpStorageBuffers.EnableMask = mask;
}
/// <summary>
/// Sets the enabled storage buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="mask">Buffer enable mask</param>
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public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
{
_gpStorageBuffers[stage].EnableMask = mask;
_gpStorageBuffersDirty = true;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the compute pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
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public void SetComputeUniformBufferEnableMask(uint mask)
{
_cpUniformBuffers.EnableMask = mask;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="mask">Buffer enable mask</param>
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public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
{
_gpUniformBuffers[stage].EnableMask = mask;
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>CPU virtual address of the buffer, after address translation</returns>
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private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
if (address == MemoryManager.BadAddress)
{
return 0;
}
CreateBuffer(address, size);
return address;
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size)
{
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ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
// The buffer must have the size of at least one page.
if (alignedEndAddress == alignedAddress)
{
alignedEndAddress += BufferAlignmentSize;
}
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
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}
/// <summary>
/// Creates a new buffer for the specified range, if needed.
/// If a buffer where this range can be fully contained already exists,
/// then the creation of a new buffer is not necessary.
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
private void CreateBufferAligned(ulong address, ulong size)
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{
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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if (overlapsCount != 0)
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{
// The buffer already exists. We can just return the existing buffer
// if the buffer we need is fully contained inside the overlapping buffer.
// Otherwise, we must delete the overlapping buffers and create a bigger buffer
// that fits all the data we need. We also need to copy the contents from the
// old buffer(s) to the new buffer.
ulong endAddress = address + size;
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
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{
for (int index = 0; index < overlapsCount; index++)
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{
Buffer buffer = _bufferOverlaps[index];
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address = Math.Min(address, buffer.Address);
endAddress = Math.Max(endAddress, buffer.EndAddress);
buffer.SynchronizeMemory(buffer.Address, buffer.Size);
_buffers.Remove(buffer);
}
Buffer newBuffer = new Buffer(_context, address, endAddress - address);
_buffers.Add(newBuffer);
for (int index = 0; index < overlapsCount; index++)
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{
Buffer buffer = _bufferOverlaps[index];
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int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
buffer.Dispose();
}
// Existing buffers were modified, we need to rebind everything.
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_rebind = true;
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, address, size);
_buffers.Add(buffer);
}
ShrinkOverlapsBufferIfNeeded();
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
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}
/// <summary>
/// Gets the address of the compute uniform buffer currently bound at the given index.
/// </summary>
/// <param name="index">Index of the uniform buffer binding</param>
/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
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public ulong GetComputeUniformBufferAddress(int index)
{
return _cpUniformBuffers.Buffers[index].Address;
}
/// <summary>
/// Gets the address of the graphics uniform buffer currently bound at the given index.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="index">Index of the uniform buffer binding</param>
/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
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public ulong GetGraphicsUniformBufferAddress(int stage, int index)
{
return _gpUniformBuffers[stage].Buffers[index].Address;
}
/// <summary>
/// Ensures that the compute engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
/// </summary>
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public void CommitComputeBindings()
{
uint enableMask = _cpStorageBuffers.EnableMask;
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = _cpStorageBuffers.Buffers[index];
if (bounds.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
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}
enableMask = _cpUniformBuffers.EnableMask;
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = _cpUniformBuffers.Buffers[index];
if (bounds.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
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}
// Force rebind after doing compute work.
_rebind = true;
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}
/// <summary>
/// Ensures that the graphics engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitGraphicsBindings()
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{
if (_indexBufferDirty || _rebind)
{
_indexBufferDirty = false;
if (_indexBuffer.Address != 0)
{
BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
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_context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
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}
}
else if (_indexBuffer.Address != 0)
{
SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
}
uint vbEnableMask = _vertexBuffersEnableMask;
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if (_vertexBuffersDirty || _rebind)
{
_vertexBuffersDirty = false;
VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
VertexBuffer vb = _vertexBuffers[index];
if (vb.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
}
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_context.Renderer.Pipeline.SetVertexBuffers(vertexBuffers);
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}
else
{
for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
VertexBuffer vb = _vertexBuffers[index];
if (vb.Address == 0)
{
continue;
}
SynchronizeBufferRange(vb.Address, vb.Size);
}
}
if (_gpStorageBuffersDirty || _rebind)
{
_gpStorageBuffersDirty = false;
BindBuffers(_gpStorageBuffers, isStorage: true);
}
else
{
UpdateBuffers(_gpStorageBuffers);
}
if (_gpUniformBuffersDirty || _rebind)
{
_gpUniformBuffersDirty = false;
BindBuffers(_gpUniformBuffers, isStorage: false);
}
else
{
UpdateBuffers(_gpUniformBuffers);
}
_rebind = false;
}
/// <summary>
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="bindings">Bindings to bind</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
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private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
{
BindOrUpdateBuffers(bindings, bind: true, isStorage);
}
/// <summary>
/// Updates data for the already bound buffer bindings.
/// </summary>
/// <param name="bindings">Bindings to update</param>
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private void UpdateBuffers(BuffersPerStage[] bindings)
{
BindOrUpdateBuffers(bindings, bind: false);
}
/// <summary>
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/// This binds buffers into the host API, or updates data for already bound buffers.
/// </summary>
/// <param name="bindings">Bindings to bind or update</param>
/// <param name="bind">True to bind, false to update</param>
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/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
{
uint enableMask = bindings[(int)stage - 1].EnableMask;
if (enableMask == 0)
{
continue;
}
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
if (bounds.Address == 0)
{
continue;
}
if (bind)
{
BindBuffer(index, stage, bounds, isStorage);
}
else
{
SynchronizeBufferRange(bounds.Address, bounds.Size);
}
}
}
}
/// <summary>
/// Binds a buffer on the host API.
/// </summary>
/// <param name="index">Index to bind the buffer into</param>
/// <param name="stage">Shader stage to bind the buffer into</param>
/// <param name="bounds">Buffer address and size</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
{
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
if (isStorage)
{
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_context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
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}
else
{
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_context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
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}
}
/// <summary>
/// Sets the buffer storage of a buffer texture.
/// </summary>
/// <param name="texture">Buffer texture</param>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
/// <param name="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param>
public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute)
{
CreateBuffer(address, size);
if (_rebind)
{
// We probably had to modify existing buffers to create the texture buffer,
// so rebind everything to ensure we're using the new buffers for all bound resources.
if (compute)
{
CommitComputeBindings();
}
else
{
CommitGraphicsBindings();
}
}
texture.SetStorage(GetBufferRange(address, size));
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// </summary>
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/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <param name="srcVa">GPU virtual address of the copy source</param>
/// <param name="dstVa">GPU virtual address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>
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public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
{
ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
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Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
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int srcOffset = (int)(srcAddress - srcBuffer.Address);
int dstOffset = (int)(dstAddress - dstBuffer.Address);
srcBuffer.HostBuffer.CopyTo(
dstBuffer.HostBuffer,
srcOffset,
dstOffset,
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(int)size);
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dstBuffer.Flush(dstAddress, size);
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}
/// <summary>
/// Gets a buffer sub-range for a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <returns>The buffer sub-range for the given range</returns>
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private BufferRange GetBufferRange(ulong address, ulong size)
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{
return GetBuffer(address, size).GetRange(address, size);
}
/// <summary>
/// Gets a buffer for a given memory range.
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <returns>The buffer where the range is fully contained</returns>
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private Buffer GetBuffer(ulong address, ulong size)
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{
Buffer buffer;
if (size != 0)
{
buffer = _buffers.FindFirstOverlap(address, size);
buffer.SynchronizeMemory(address, size);
}
else
{
buffer = _buffers.FindFirstOverlap(address, 1);
}
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return buffer;
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}
/// <summary>
/// Performs guest to host memory synchronization of a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
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private void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
Buffer buffer = _buffers.FindFirstOverlap(address, size);
buffer.SynchronizeMemory(address, size);
}
}
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/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// </summary>
public void Dispose()
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
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}
}