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* Replace CacheResourceWrite with more general "precise" write The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance. This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced. The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization. I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested. This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle) I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing) * Add tests. * Add XML docs for GpuRegionHandle * Skip UpdateProtection if only precise actions were called This allows precise actions to skip reprotection costs.
229 lines
7.5 KiB
C#
229 lines
7.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A region handle that tracks a large region using many smaller handles, to provide
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/// granular tracking that can be used to track partial updates.
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/// </summary>
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public class MultiRegionHandle : IMultiRegionHandle
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{
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/// <summary>
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/// A list of region handles for each granularity sized chunk of the whole region.
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/// </summary>
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private readonly RegionHandle[] _handles;
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private readonly ulong Address;
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private readonly ulong Granularity;
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private readonly ulong Size;
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public bool Dirty { get; private set; } = true;
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internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity)
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{
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_handles = new RegionHandle[size / granularity];
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Granularity = granularity;
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int i = 0;
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if (handles != null)
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{
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// Inherit from the handles we were given. Any gaps must be filled with new handles,
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// and old handles larger than our granularity must copy their state onto new granular handles and dispose.
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// It is assumed that the provided handles do not overlap, in order, are on page boundaries,
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// and don't extend past the requested range.
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foreach (RegionHandle handle in handles)
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{
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int startIndex = (int)((handle.Address - address) / granularity);
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// Fill any gap left before this handle.
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while (i < startIndex)
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{
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RegionHandle fillHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
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fillHandle.Parent = this;
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_handles[i++] = fillHandle;
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}
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if (handle.Size == granularity)
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{
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handle.Parent = this;
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_handles[i++] = handle;
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}
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else
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{
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int endIndex = (int)((handle.EndAddress - address) / granularity);
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while (i < endIndex)
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{
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RegionHandle splitHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
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splitHandle.Parent = this;
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splitHandle.Reprotect(handle.Dirty);
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RegionSignal signal = handle.PreAction;
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if (signal != null)
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{
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splitHandle.RegisterAction(signal);
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}
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_handles[i++] = splitHandle;
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}
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handle.Dispose();
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}
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}
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}
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// Fill any remaining space with new handles.
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while (i < _handles.Length)
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{
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RegionHandle handle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
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handle.Parent = this;
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_handles[i++] = handle;
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}
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Address = address;
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Size = size;
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}
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public void ForceDirty(ulong address, ulong size)
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{
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Dirty = true;
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int startHandle = (int)((address - Address) / Granularity);
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int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
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for (int i = startHandle; i <= lastHandle; i++)
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{
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_handles[i].SequenceNumber--;
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_handles[i].ForceDirty();
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}
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}
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public IEnumerable<RegionHandle> GetHandles()
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{
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return _handles;
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}
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public void SignalWrite()
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{
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Dirty = true;
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}
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public void QueryModified(Action<ulong, ulong> modifiedAction)
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{
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if (!Dirty)
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{
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return;
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}
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Dirty = false;
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QueryModified(Address, Size, modifiedAction);
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}
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction)
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{
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int startHandle = (int)((address - Address) / Granularity);
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int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
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ulong rgStart = _handles[startHandle].Address;
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ulong rgSize = 0;
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for (int i = startHandle; i <= lastHandle; i++)
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{
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RegionHandle handle = _handles[i];
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if (handle.Dirty)
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{
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rgSize += handle.Size;
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handle.Reprotect();
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}
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else
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{
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// Submit the region scanned so far as dirty
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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rgSize = 0;
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}
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rgStart = handle.EndAddress;
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}
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}
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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}
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}
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber)
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{
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int startHandle = (int)((address - Address) / Granularity);
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int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
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ulong rgStart = _handles[startHandle].Address;
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ulong rgSize = 0;
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for (int i = startHandle; i <= lastHandle; i++)
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{
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RegionHandle handle = _handles[i];
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if (sequenceNumber != handle.SequenceNumber && handle.DirtyOrVolatile())
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{
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rgSize += handle.Size;
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handle.Reprotect();
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}
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else
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{
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// Submit the region scanned so far as dirty
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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rgSize = 0;
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}
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rgStart = handle.EndAddress;
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}
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handle.SequenceNumber = sequenceNumber;
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}
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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}
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}
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public void RegisterAction(ulong address, ulong size, RegionSignal action)
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{
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int startHandle = (int)((address - Address) / Granularity);
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int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
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for (int i = startHandle; i <= lastHandle; i++)
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{
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_handles[i].RegisterAction(action);
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}
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}
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public void RegisterPreciseAction(ulong address, ulong size, PreciseRegionSignal action)
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{
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int startHandle = (int)((address - Address) / Granularity);
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int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
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for (int i = startHandle; i <= lastHandle; i++)
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{
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_handles[i].RegisterPreciseAction(action);
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}
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}
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public void Dispose()
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{
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foreach (var handle in _handles)
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{
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handle.Dispose();
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}
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}
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}
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}
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