40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
396 lines
No EOL
15 KiB
C#
396 lines
No EOL
15 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Buffer cache.
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/// </summary>
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class BufferCache : IDisposable
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{
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private const ulong BufferAlignmentSize = 0x1000;
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private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
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private readonly GpuContext _context;
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private readonly PhysicalMemory _physicalMemory;
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private readonly RangeList<Buffer> _buffers;
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private Buffer[] _bufferOverlaps;
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private readonly Dictionary<ulong, BufferCacheEntry> _dirtyCache;
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public event Action NotifyBuffersModified;
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/// <summary>
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/// Creates a new instance of the buffer manager.
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/// </summary>
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/// <param name="context">The GPU context that the buffer manager belongs to</param>
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/// <param name="physicalMemory">Physical memory where the cached buffers are mapped</param>
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public BufferCache(GpuContext context, PhysicalMemory physicalMemory)
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{
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_context = context;
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_physicalMemory = physicalMemory;
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_buffers = new RangeList<Buffer>();
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_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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_dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
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}
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/// <summary>
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/// Handles removal of buffers written to a memory region being unmapped.
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/// </summary>
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/// <param name="sender">Sender object</param>
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/// <param name="e">Event arguments</param>
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public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
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{
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Buffer[] overlaps = new Buffer[10];
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int overlapCount;
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ulong address = ((MemoryManager)sender).Translate(e.Address);
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ulong size = e.Size;
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lock (_buffers)
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{
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overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
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}
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for (int i = 0; i < overlapCount; i++)
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{
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overlaps[i].Unmapped(address, size);
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}
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}
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/// <summary>
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/// Performs address translation of the GPU virtual address, and creates a
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/// new buffer, if needed, for the specified range.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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/// <returns>CPU virtual address of the buffer, after address translation</returns>
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public ulong TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size)
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{
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if (gpuVa == 0)
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{
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return 0;
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}
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ulong address = memoryManager.Translate(gpuVa);
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if (address == MemoryManager.PteUnmapped)
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{
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return 0;
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}
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CreateBuffer(address, size);
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return address;
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}
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/// <summary>
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/// Creates a new buffer for the specified range, if it does not yet exist.
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/// This can be used to ensure the existance of a buffer.
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/// </summary>
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/// <param name="address">Address of the buffer in memory</param>
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/// <param name="size">Size of the buffer in bytes</param>
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public void CreateBuffer(ulong address, ulong size)
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{
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ulong endAddress = address + size;
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ulong alignedAddress = address & ~BufferAlignmentMask;
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ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
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// The buffer must have the size of at least one page.
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if (alignedEndAddress == alignedAddress)
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{
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alignedEndAddress += BufferAlignmentSize;
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}
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CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
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}
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/// <summary>
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/// Performs address translation of the GPU virtual address, and attempts to force
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/// the buffer in the region as dirty.
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/// The buffer lookup for this function is cached in a dictionary for quick access, which
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/// accelerates common UBO updates.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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public void ForceDirty(MemoryManager memoryManager, ulong gpuVa, ulong size)
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{
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if (!_dirtyCache.TryGetValue(gpuVa, out BufferCacheEntry result) ||
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result.EndGpuAddress < gpuVa + size ||
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result.UnmappedSequence != result.Buffer.UnmappedSequence)
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{
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ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
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result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
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_dirtyCache[gpuVa] = result;
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}
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result.Buffer.ForceDirty(result.Address, size);
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}
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/// <summary>
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/// Creates a new buffer for the specified range, if needed.
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/// If a buffer where this range can be fully contained already exists,
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/// then the creation of a new buffer is not necessary.
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/// </summary>
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/// <param name="address">Address of the buffer in guest memory</param>
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/// <param name="size">Size in bytes of the buffer</param>
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private void CreateBufferAligned(ulong address, ulong size)
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{
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int overlapsCount;
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lock (_buffers)
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{
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overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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}
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if (overlapsCount != 0)
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{
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// The buffer already exists. We can just return the existing buffer
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// if the buffer we need is fully contained inside the overlapping buffer.
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// Otherwise, we must delete the overlapping buffers and create a bigger buffer
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// that fits all the data we need. We also need to copy the contents from the
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// old buffer(s) to the new buffer.
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ulong endAddress = address + size;
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if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
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{
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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address = Math.Min(address, buffer.Address);
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endAddress = Math.Max(endAddress, buffer.EndAddress);
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lock (_buffers)
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{
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_buffers.Remove(buffer);
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}
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}
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Buffer newBuffer = new Buffer(_context, _physicalMemory, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
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lock (_buffers)
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{
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_buffers.Add(newBuffer);
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}
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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int dstOffset = (int)(buffer.Address - newBuffer.Address);
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buffer.CopyTo(newBuffer, dstOffset);
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newBuffer.InheritModifiedRanges(buffer);
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buffer.DisposeData();
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}
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newBuffer.SynchronizeMemory(address, endAddress - address);
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// Existing buffers were modified, we need to rebind everything.
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NotifyBuffersModified?.Invoke();
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}
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}
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else
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{
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// No overlap, just create a new buffer.
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Buffer buffer = new Buffer(_context, _physicalMemory, address, size);
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lock (_buffers)
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{
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_buffers.Add(buffer);
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}
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}
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ShrinkOverlapsBufferIfNeeded();
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}
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/// <summary>
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/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
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/// </summary>
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private void ShrinkOverlapsBufferIfNeeded()
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{
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if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
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{
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Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
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}
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}
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/// <summary>
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/// Copy a buffer data from a given address to another.
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/// </summary>
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/// <remarks>
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/// This does a GPU side copy.
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/// </remarks>
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/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
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/// <param name="srcVa">GPU virtual address of the copy source</param>
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/// <param name="dstVa">GPU virtual address of the copy destination</param>
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/// <param name="size">Size in bytes of the copy</param>
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public void CopyBuffer(MemoryManager memoryManager, ulong srcVa, ulong dstVa, ulong size)
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{
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ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa, size);
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ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa, size);
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Buffer srcBuffer = GetBuffer(srcAddress, size);
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Buffer dstBuffer = GetBuffer(dstAddress, size);
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int srcOffset = (int)(srcAddress - srcBuffer.Address);
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int dstOffset = (int)(dstAddress - dstBuffer.Address);
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_context.Renderer.Pipeline.CopyBuffer(
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srcBuffer.Handle,
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dstBuffer.Handle,
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srcOffset,
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dstOffset,
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(int)size);
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if (srcBuffer.IsModified(srcAddress, size))
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{
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dstBuffer.SignalModified(dstAddress, size);
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}
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else
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{
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// Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
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dstBuffer.ClearModified(dstAddress, size);
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memoryManager.Physical.WriteUntracked(dstAddress, memoryManager.Physical.GetSpan(srcAddress, (int)size));
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}
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}
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/// <summary>
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/// Clears a buffer at a given address with the specified value.
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/// </summary>
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/// <remarks>
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/// Both the address and size must be aligned to 4 bytes.
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/// </remarks>
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/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
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/// <param name="gpuVa">GPU virtual address of the region to clear</param>
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/// <param name="size">Number of bytes to clear</param>
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/// <param name="value">Value to be written into the buffer</param>
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public void ClearBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size, uint value)
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{
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ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
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Buffer buffer = GetBuffer(address, size);
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int offset = (int)(address - buffer.Address);
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_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
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buffer.SignalModified(address, size);
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}
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/// <summary>
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/// Gets a buffer sub-range starting at a given memory address.
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/// </summary>
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/// <param name="address">Start address of the memory range</param>
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/// <param name="size">Size in bytes of the memory range</param>
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/// <param name="write">Whether the buffer will be written to by this use</param>
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/// <returns>The buffer sub-range starting at the given memory address</returns>
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public BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
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{
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return GetBuffer(address, size, write).GetRange(address);
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}
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/// <summary>
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/// Gets a buffer sub-range for a given memory range.
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/// </summary>
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/// <param name="address">Start address of the memory range</param>
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/// <param name="size">Size in bytes of the memory range</param>
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/// <param name="write">Whether the buffer will be written to by this use</param>
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/// <returns>The buffer sub-range for the given range</returns>
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public BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
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{
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return GetBuffer(address, size, write).GetRange(address, size);
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}
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/// <summary>
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/// Gets a buffer for a given memory range.
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/// A buffer overlapping with the specified range is assumed to already exist on the cache.
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/// </summary>
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/// <param name="address">Start address of the memory range</param>
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/// <param name="size">Size in bytes of the memory range</param>
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/// <param name="write">Whether the buffer will be written to by this use</param>
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/// <returns>The buffer where the range is fully contained</returns>
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private Buffer GetBuffer(ulong address, ulong size, bool write = false)
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{
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Buffer buffer;
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if (size != 0)
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{
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lock (_buffers)
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{
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buffer = _buffers.FindFirstOverlap(address, size);
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}
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buffer.SynchronizeMemory(address, size);
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if (write)
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{
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buffer.SignalModified(address, size);
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}
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}
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else
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{
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lock (_buffers)
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{
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buffer = _buffers.FindFirstOverlap(address, 1);
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}
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}
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return buffer;
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}
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/// <summary>
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/// Performs guest to host memory synchronization of a given memory range.
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/// </summary>
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/// <param name="address">Start address of the memory range</param>
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/// <param name="size">Size in bytes of the memory range</param>
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public void SynchronizeBufferRange(ulong address, ulong size)
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{
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if (size != 0)
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{
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Buffer buffer;
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lock (_buffers)
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{
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buffer = _buffers.FindFirstOverlap(address, size);
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}
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buffer.SynchronizeMemory(address, size);
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}
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}
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/// <summary>
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/// Disposes all buffers in the cache.
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/// It's an error to use the buffer manager after disposal.
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/// </summary>
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public void Dispose()
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{
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lock (_buffers)
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{
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foreach (Buffer buffer in _buffers)
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{
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buffer.Dispose();
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}
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}
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}
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}
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} |