using Ryujinx.Memory.Range; using System; using System.Linq; namespace Ryujinx.Graphics.Gpu.Memory { /// /// A range within a buffer that has been modified by the GPU. /// class BufferModifiedRange : IRange { /// /// Start address of the range in guest memory. /// public ulong Address { get; } /// /// Size of the range in bytes. /// public ulong Size { get; } /// /// End address of the range in guest memory. /// public ulong EndAddress => Address + Size; /// /// The GPU sync number at the time of the last modification. /// public ulong SyncNumber { get; internal set; } /// /// Creates a new instance of a modified range. /// /// Start address of the range /// Size of the range in bytes /// The GPU sync number at the time of creation public BufferModifiedRange(ulong address, ulong size, ulong syncNumber) { Address = address; Size = size; SyncNumber = syncNumber; } /// /// Checks if a given range overlaps with the modified range. /// /// Start address of the range /// Size in bytes of the range /// True if the range overlaps, false otherwise public bool OverlapsWith(ulong address, ulong size) { return Address < address + size && address < EndAddress; } } /// /// A structure used to track GPU modified ranges within a buffer. /// class BufferModifiedRangeList : RangeList { private GpuContext _context; private object _lock = new object(); // The list can be accessed from both the GPU thread, and a background thread. private BufferModifiedRange[] _foregroundOverlaps = new BufferModifiedRange[1]; private BufferModifiedRange[] _backgroundOverlaps = new BufferModifiedRange[1]; /// /// Creates a new instance of a modified range list. /// /// GPU context that the buffer range list belongs to public BufferModifiedRangeList(GpuContext context) { _context = context; } /// /// Given an input range, calls the given action with sub-ranges which exclude any of the modified regions. /// /// Start address of the query range /// Size of the query range in bytes /// Action to perform for each remaining sub-range of the input range public void ExcludeModifiedRegions(ulong address, ulong size, Action action) { lock (_lock) { // Slices a given region using the modified regions in the list. Calls the action for the new slices. int count = FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps); for (int i = 0; i < count; i++) { BufferModifiedRange overlap = _foregroundOverlaps[i]; if (overlap.Address > address) { // The start of the remaining region is uncovered by this overlap. Call the action for it. action(address, overlap.Address - address); } // Remaining region is after this overlap. size -= overlap.EndAddress - address; address = overlap.EndAddress; } if ((long)size > 0) { // If there is any region left after removing the overlaps, signal it. action(address, size); } } } /// /// Signal that a region of the buffer has been modified, and add the new region to the range list. /// Any overlapping ranges will be (partially) removed. /// /// Start address of the modified region /// Size of the modified region in bytes public void SignalModified(ulong address, ulong size) { // Must lock, as this can affect flushes from the background thread. lock (_lock) { // We may overlap with some existing modified regions. They must be cut into by the new entry. int count = FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps); ulong endAddress = address + size; ulong syncNumber = _context.SyncNumber; for (int i = 0; i < count; i++) { // The overlaps must be removed or split. BufferModifiedRange overlap = _foregroundOverlaps[i]; if (overlap.Address == address && overlap.Size == size) { // Region already exists. Just update the existing sync number. overlap.SyncNumber = syncNumber; return; } Remove(overlap); if (overlap.Address < address && overlap.EndAddress > address) { // A split item must be created behind this overlap. Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber)); } if (overlap.Address < endAddress && overlap.EndAddress > endAddress) { // A split item must be created after this overlap. Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber)); } } Add(new BufferModifiedRange(address, size, syncNumber)); } } /// /// Gets modified ranges within the specified region, and then fires the given action for each range individually. /// /// Start address to query /// Size to query /// The action to call for each modified range public void GetRanges(ulong address, ulong size, Action rangeAction) { int count = 0; // Range list must be consistent for this operation. lock (_lock) { count = FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps); } for (int i = 0; i < count; i++) { BufferModifiedRange overlap = _foregroundOverlaps[i]; rangeAction(overlap.Address, overlap.Size); } } /// /// Queries if a range exists within the specified region. /// /// Start address to query /// Size to query /// True if a range exists in the specified region, false otherwise public bool HasRange(ulong address, ulong size) { // Range list must be consistent for this operation. lock (_lock) { return FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps) > 0; } } /// /// Gets modified ranges within the specified region, waits on ones from a previous sync number, /// and then fires the given action for each range individually. /// /// /// This function assumes it is called from the background thread. /// Modifications from the current sync number are ignored because the guest should not expect them to be available yet. /// They will remain reserved, so that any data sync prioritizes the data in the GPU. /// /// Start address to query /// Size to query /// The action to call for each modified range public void WaitForAndGetRanges(ulong address, ulong size, Action rangeAction) { ulong endAddress = address + size; ulong currentSync = _context.SyncNumber; int rangeCount = 0; // Range list must be consistent for this operation lock (_lock) { rangeCount = FindOverlapsNonOverlapping(address, size, ref _backgroundOverlaps); } if (rangeCount == 0) { return; } // First, determine which syncpoint to wait on. // This is the latest syncpoint that is not equal to the current sync. long highestDiff = long.MinValue; for (int i = 0; i < rangeCount; i++) { BufferModifiedRange overlap = _backgroundOverlaps[i]; long diff = (long)(overlap.SyncNumber - currentSync); if (diff < 0 && diff > highestDiff) { highestDiff = diff; } } if (highestDiff == long.MinValue) { return; } // Wait for the syncpoint. _context.Renderer.WaitSync(currentSync + (ulong)highestDiff); // Flush and remove all regions with the older syncpoint. lock (_lock) { for (int i = 0; i < rangeCount; i++) { BufferModifiedRange overlap = _backgroundOverlaps[i]; long diff = (long)(overlap.SyncNumber - currentSync); if (diff <= highestDiff) { ulong clampAddress = Math.Max(address, overlap.Address); ulong clampEnd = Math.Min(endAddress, overlap.EndAddress); ClearPart(overlap, clampAddress, clampEnd); rangeAction(clampAddress, clampEnd - clampAddress); } } } } /// /// Inherit ranges from another modified range list. /// /// The range list to inherit from /// The action to call for each modified range public void InheritRanges(BufferModifiedRangeList ranges, Action rangeAction) { BufferModifiedRange[] inheritRanges; lock (ranges._lock) { inheritRanges = ranges.ToArray(); } lock (_lock) { foreach (BufferModifiedRange range in inheritRanges) { Add(range); } } ulong currentSync = _context.SyncNumber; foreach (BufferModifiedRange range in inheritRanges) { if (range.SyncNumber != currentSync) { rangeAction(range.Address, range.Size); } } } private void ClearPart(BufferModifiedRange overlap, ulong address, ulong endAddress) { Remove(overlap); // If the overlap extends outside of the clear range, make sure those parts still exist. if (overlap.Address < address) { Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber)); } if (overlap.EndAddress > endAddress) { Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber)); } } /// /// Clear modified ranges within the specified area. /// /// Start address to clear /// Size to clear public void Clear(ulong address, ulong size) { lock (_lock) { // This function can be called from any thread, so it cannot use the arrays for background or foreground. BufferModifiedRange[] toClear = new BufferModifiedRange[1]; int rangeCount = FindOverlapsNonOverlapping(address, size, ref toClear); ulong endAddress = address + size; for (int i = 0; i < rangeCount; i++) { BufferModifiedRange overlap = toClear[i]; ClearPart(overlap, address, endAddress); } } } /// /// Clear all modified ranges. /// public void Clear() { lock (_lock) { Items.Clear(); } } } }