using Ryujinx.Cpu.Tracking;
using Ryujinx.Memory.Tracking;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
///
/// A tracking handle for a region of GPU VA, represented by one or more tracking handles in CPU VA.
///
class GpuRegionHandle : IRegionHandle
{
private readonly CpuRegionHandle[] _cpuRegionHandles;
public bool Dirty
{
get
{
foreach (var regionHandle in _cpuRegionHandles)
{
if (regionHandle.Dirty)
{
return true;
}
}
return false;
}
}
public ulong Address => throw new NotSupportedException();
public ulong Size => throw new NotSupportedException();
public ulong EndAddress => throw new NotSupportedException();
///
/// Create a new GpuRegionHandle, made up of mulitple CpuRegionHandles.
///
/// The CpuRegionHandles that make up this handle
public GpuRegionHandle(CpuRegionHandle[] cpuRegionHandles)
{
_cpuRegionHandles = cpuRegionHandles;
}
///
/// Dispose the child handles.
///
public void Dispose()
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.Dispose();
}
}
///
/// Register an action to perform when the tracked region is read or written.
/// The action is automatically removed after it runs.
///
/// Action to call on read or write
public void RegisterAction(RegionSignal action)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.RegisterAction(action);
}
}
///
/// Register an action to perform when a precise access occurs (one with exact address and size).
/// If the action returns true, read/write tracking are skipped.
///
/// Action to call on read or write
public void RegisterPreciseAction(PreciseRegionSignal action)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.RegisterPreciseAction(action);
}
}
///
/// Consume the dirty flag for the handles, and reprotect so it can be set on the next write.
///
public void Reprotect(bool asDirty = false)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.Reprotect(asDirty);
}
}
///
/// Force the handles to be dirty, without reprotecting.
///
public void ForceDirty()
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.ForceDirty();
}
}
}
}