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* Implement TreeMap from scratch. Begin implementation of MemoryBlockManager * Implement GetFreePosition using MemoryBlocks * Implementation of Memory Management using a Tree. Still some issues to work around, but promising thus far. * Resolved invalid mapping issue. Performance appears promising. * Add tick metrics * Use the logger instead * Use debug loggin instead of info. * Remove unnecessary code. Add descriptions of added functions. * Improve memory allocation even further. As well as improve speed of position fetching. * Add TreeDictionary to Ryujinx Commons Removed Unnecessary Usigns * Add a Performance Profiler + Improve ReserveFixed * Begin transition to allocation in nvdrv * Create singleton nvmemallocator * Moved Allocation into Nv Related Files As requested by gdkchan, any allocation of memory has been moved into the driver files. Mapping remains in the GPU MemoryManager. * Remove unnecessary usings * Add missing descriptions * Correct descriptions * Fix formatting. * Remove unnecessary whitespace * Formatting / Convention Updates * Changes / Fixes Made syntax and convention changes as requested by gdkchan. Fixed an issue where IsRegionUsed would return the wrong boolean. Fixed an issue where GetFreePosition was asked for an address instead of a size. * Undo commenting of Assert in shader cache * Update Ryujinx.Common/Collections/TreeDictionary.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Resolved many suggestions * Implement Improved TreeDictionary Based off of Pseudo code and custom implementations. * Rename _set to _dictionary * Remove unused code * Remove unused code. * Remove unnecessary MapLow function. * Resolve data-structure based issues * Make adjustments to memory management. Deactive de-allocation for now, it causes more harm than good. * Minor refactorings + Re-implement deallocation Also cleaned up unnecessary code. * Add Tests for TreeDictionary * Update data structure to properly balance the tree * Experimental Implementation: 1. Reduce Time to Next Node to O(1) Runtime 2. Reduce While Loop Ct To 2 (In Most Cases) * Address issues w/ Deallocating Memory * Final Build + Fully Implement Dictionary Interface for new Data Structure + Cover All Memory Allocation Edge Cases, particularly w/ Games that De-Allocate a lot. * Minor Corrections Give TreeDictionary its own count (do not depend on inner dictionary) Properly remove adjacent allocations * Add AsList * Fix bug where internal dictionary wasn't being updated w/ new node for overwritten key. * Address comments in review. * Fix issue where block wouldn't break out (Fixes UE4 issues) * Update descriptions * Update descriptions * Reduce Node visibility to protect TreeDictionary Integrity + Remove usage of struct. * Update tests to use new TreeDictionary implementation. * Remove usage of dictionary in TreeDictionary * Refactoring / Renaming * Remove unneeded memoryblock class. * Add space for while * Add space for if * Formatting / descriptions * Clarified some descriptions * Reduce visibility of memory allocator * Edit method names to make more sense as memory blocks are no longer in use. * Make names consistent. * Protect against npe when sucessorof is called against keys that don't exist. (Not in use by memory manager, this is for other prs that might use this data structure) * Possible edge-case resolve * Update Ryujinx.Common/Collections/TreeDictionary.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Update Ryujinx.HLE/HOS/Services/Nv/NvMemoryAllocator.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Reduce # of unnecessary duplicate variables / Reduce visibility of variables only internally used. * Rename count to _count * Update Description of Add method. * Fix copypasta * Address comments * Address comments * Remove whitespace * Address comments, condense variables. * Consolidate vars * Fix whitespace. * Nit * Fix exception msg * Fix arrayIndex check * Fix arrayIndex check + indexer * Remove whitespace from cast Co-authored-by: gdkchan <gab.dark.100@gmail.com>
221 lines
7.6 KiB
C#
221 lines
7.6 KiB
C#
using Ryujinx.Memory;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// GPU memory manager.
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/// </summary>
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public class MemoryManager
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{
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private const int PtLvl0Bits = 14;
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private const int PtLvl1Bits = 14;
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public const int PtPageBits = 12;
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private const ulong PtLvl0Size = 1UL << PtLvl0Bits;
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private const ulong PtLvl1Size = 1UL << PtLvl1Bits;
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public const ulong PageSize = 1UL << PtPageBits;
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private const ulong PtLvl0Mask = PtLvl0Size - 1;
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private const ulong PtLvl1Mask = PtLvl1Size - 1;
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public const ulong PageMask = PageSize - 1;
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private const int PtLvl0Bit = PtPageBits + PtLvl1Bits;
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private const int PtLvl1Bit = PtPageBits;
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public const ulong PteUnmapped = 0xffffffff_ffffffff;
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private readonly ulong[][] _pageTable;
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public event EventHandler<UnmapEventArgs> MemoryUnmapped;
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private GpuContext _context;
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/// <summary>
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/// Creates a new instance of the GPU memory manager.
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/// </summary>
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public MemoryManager(GpuContext context)
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{
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_context = context;
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_pageTable = new ulong[PtLvl0Size][];
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}
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/// <summary>
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/// Reads data from GPU mapped memory.
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/// </summary>
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/// <typeparam name="T">Type of the data</typeparam>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong gpuVa) where T : unmanaged
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{
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ulong processVa = Translate(gpuVa);
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return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.GetSpan(processVa, Unsafe.SizeOf<T>()))[0];
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}
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/// <summary>
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/// Gets a read-only span of data from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <param name="size">Size of the data</param>
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/// <returns>The span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(ulong gpuVa, int size)
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{
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ulong processVa = Translate(gpuVa);
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return _context.PhysicalMemory.GetSpan(processVa, size);
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}
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/// <summary>
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/// Gets a writable region from GPU mapped memory.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes to be range</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(ulong gpuVa, int size)
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{
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ulong processVa = Translate(gpuVa);
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return _context.PhysicalMemory.GetWritableRegion(processVa, size);
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}
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/// <summary>
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/// Writes data to GPU mapped memory.
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/// </summary>
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/// <typeparam name="T">Type of the data</typeparam>
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/// <param name="gpuVa">GPU virtual address to write the value into</param>
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/// <param name="value">The value to be written</param>
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public void Write<T>(ulong gpuVa, T value) where T : unmanaged
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{
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ulong processVa = Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, MemoryMarshal.Cast<T, byte>(MemoryMarshal.CreateSpan(ref value, 1)));
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}
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/// <summary>
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/// Writes data to GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to write the data into</param>
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/// <param name="data">The data to be written</param>
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public void Write(ulong gpuVa, ReadOnlySpan<byte> data)
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{
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ulong processVa = Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, data);
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}
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/// <summary>
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/// Maps a given range of pages to the specified CPU virtual address.
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/// </summary>
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/// <remarks>
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/// All addresses and sizes must be page aligned.
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/// </remarks>
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/// <param name="pa">CPU virtual address to map into</param>
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/// <param name="va">GPU virtual address to be mapped</param>
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/// <param name="size">Size in bytes of the mapping</param>
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/// <returns>GPU virtual address of the mapping</returns>
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public ulong Map(ulong pa, ulong va, ulong size)
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{
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lock (_pageTable)
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{
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MemoryUnmapped?.Invoke(this, new UnmapEventArgs(va, size));
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for (ulong 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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/// <summary>
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/// Frees memory that was previously allocated by a map or reserved.
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/// </summary>
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/// <param name="va">GPU virtual address to free</param>
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/// <param name="size">Size in bytes of the region being freed</param>
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public void Free(ulong va, ulong size)
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{
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lock (_pageTable)
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{
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// Event handlers are not expected to be thread safe.
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MemoryUnmapped?.Invoke(this, new UnmapEventArgs(va, size));
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for (ulong 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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/// <summary>
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/// Checks if a given page is mapped.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the page to check</param>
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/// <returns>True if the page is mapped, false otherwise</returns>
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public bool IsMapped(ulong gpuVa)
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{
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return Translate(gpuVa) != PteUnmapped;
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}
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/// <summary>
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/// Translates a GPU virtual address to a CPU virtual address.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to be translated</param>
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/// <returns>CPU virtual address</returns>
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public ulong Translate(ulong gpuVa)
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{
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ulong baseAddress = GetPte(gpuVa);
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if (baseAddress == PteUnmapped)
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{
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return PteUnmapped;
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}
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return baseAddress + (gpuVa & PageMask);
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}
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/// <summary>
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/// Gets the Page Table entry for a given GPU virtual address.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address</param>
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/// <returns>Page table entry (CPU virtual address)</returns>
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private ulong GetPte(ulong gpuVa)
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{
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ulong l0 = (gpuVa >> PtLvl0Bit) & PtLvl0Mask;
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ulong l1 = (gpuVa >> PtLvl1Bit) & PtLvl1Mask;
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if (_pageTable[l0] == null)
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{
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return PteUnmapped;
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}
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return _pageTable[l0][l1];
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}
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/// <summary>
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/// Sets a Page Table entry at a given GPU virtual address.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address</param>
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/// <param name="pte">Page table entry (CPU virtual address)</param>
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private void SetPte(ulong gpuVa, ulong pte)
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{
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ulong l0 = (gpuVa >> PtLvl0Bit) & PtLvl0Mask;
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ulong l1 = (gpuVa >> PtLvl1Bit) & PtLvl1Mask;
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if (_pageTable[l0] == null)
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{
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_pageTable[l0] = new ulong[PtLvl1Size];
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for (ulong 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] = pte;
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}
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}
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} |