Ryujinx/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs

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using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
using CpuMemoryManager = ARMeilleure.Memory.MemoryManager;
/// <summary>
/// Represents physical memory, accessible from the GPU.
/// This is actually working CPU virtual addresses, of memory mapped on the game process.
/// </summary>
class PhysicalMemory
{
private readonly CpuMemoryManager _cpuMemory;
/// <summary>
/// Creates a new instance of the physical memory.
/// </summary>
/// <param name="cpuMemory">CPU memory manager of the application process</param>
public PhysicalMemory(CpuMemoryManager cpuMemory)
{
_cpuMemory = cpuMemory;
}
/// <summary>
/// Reads data from the application process.
/// </summary>
/// <param name="address">Address to be read</param>
/// <param name="size">Size in bytes to be read</param>
/// <returns>The data at the specified memory location</returns>
public Span<byte> Read(ulong address, ulong size)
{
return _cpuMemory.ReadBytes((long)address, (long)size);
}
/// <summary>
/// Writes data to the application process.
/// </summary>
/// <param name="address">Address to write into</param>
/// <param name="data">Data to be written</param>
public void Write(ulong address, Span<byte> data)
{
_cpuMemory.WriteBytes((long)address, data.ToArray());
}
/// <summary>
/// Gets the modified ranges for a given range of the application process mapped memory.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size, in bytes, of the range</param>
/// <param name="name">Name of the GPU resource being checked</param>
/// <returns>Ranges, composed of address and size, modified by the application process, form the CPU</returns>
public (ulong, ulong)[] GetModifiedRanges(ulong address, ulong size, ResourceName name)
{
return _cpuMemory.GetModifiedRanges(address, size, (int)name);
}
}
}