Ryujinx/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
riperiperi 4b60371e64
Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494)
* Return mapped buffer pointer directly for flush, WriteableRegion for textures

A few changes here to generally improve performance, even for platforms not using the persistent buffer flush.

- Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again.
- As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time.
- Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion.

Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides.

* Fix tests

* Fix array pointer for Mesa/Intel path

* Address some feedback

* Update method for getting array pointer.
2021-07-19 19:10:54 -03:00

293 lines
11 KiB
C#

using Ryujinx.Cpu;
using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Memory;
using Ryujinx.Memory.Range;
using Ryujinx.Memory.Tracking;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Represents physical memory, accessible from the GPU.
/// This is actually working CPU virtual addresses, of memory mapped on the application process.
/// </summary>
class PhysicalMemory : IDisposable
{
public const int PageSize = 0x1000;
private readonly GpuContext _context;
private IVirtualMemoryManagerTracked _cpuMemory;
private int _referenceCount;
/// <summary>
/// In-memory shader cache.
/// </summary>
public ShaderCache ShaderCache { get; }
/// <summary>
/// GPU buffer manager.
/// </summary>
public BufferCache BufferCache { get; }
/// <summary>
/// GPU texture manager.
/// </summary>
public TextureCache TextureCache { get; }
/// <summary>
/// Creates a new instance of the physical memory.
/// </summary>
/// <param name="context">GPU context that the physical memory belongs to</param>
/// <param name="cpuMemory">CPU memory manager of the application process</param>
public PhysicalMemory(GpuContext context, IVirtualMemoryManagerTracked cpuMemory)
{
_context = context;
_cpuMemory = cpuMemory;
ShaderCache = new ShaderCache(context);
BufferCache = new BufferCache(context, this);
TextureCache = new TextureCache(context, this);
if (cpuMemory is IRefCounted rc)
{
rc.IncrementReferenceCount();
}
_referenceCount = 1;
}
/// <summary>
/// Increments the memory reference count.
/// </summary>
public void IncrementReferenceCount()
{
Interlocked.Increment(ref _referenceCount);
}
/// <summary>
/// Decrements the memory reference count.
/// </summary>
public void DecrementReferenceCount()
{
if (Interlocked.Decrement(ref _referenceCount) == 0 && _cpuMemory is IRefCounted rc)
{
rc.DecrementReferenceCount();
}
}
/// <summary>
/// Gets a span of data from the application process.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes to be range</param>
/// <param name="tracked">True if read tracking is triggered on the span</param>
/// <returns>A read only span of the data at the specified memory location</returns>
public ReadOnlySpan<byte> GetSpan(ulong address, int size, bool tracked = false)
{
return _cpuMemory.GetSpan(address, size, tracked);
}
/// <summary>
/// Gets a span of data from the application process.
/// </summary>
/// <param name="range">Ranges of physical memory where the data is located</param>
/// <param name="tracked">True if read tracking is triggered on the span</param>
/// <returns>A read only span of the data at the specified memory location</returns>
public ReadOnlySpan<byte> GetSpan(MultiRange range, bool tracked = false)
{
if (range.Count == 1)
{
var singleRange = range.GetSubRange(0);
return _cpuMemory.GetSpan(singleRange.Address, (int)singleRange.Size, tracked);
}
else
{
Span<byte> data = new byte[range.GetSize()];
int offset = 0;
for (int i = 0; i < range.Count; i++)
{
var currentRange = range.GetSubRange(i);
int size = (int)currentRange.Size;
_cpuMemory.GetSpan(currentRange.Address, size, tracked).CopyTo(data.Slice(offset, size));
offset += size;
}
return data;
}
}
/// <summary>
/// Gets a writable region from the application process.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes to be range</param>
/// <param name="tracked">True if write tracking is triggered on the span</param>
/// <returns>A writable region with the data at the specified memory location</returns>
public WritableRegion GetWritableRegion(ulong address, int size, bool tracked = false)
{
return _cpuMemory.GetWritableRegion(address, size, tracked);
}
/// <summary>
/// Reads data from the application process.
/// </summary>
/// <typeparam name="T">Type of the structure</typeparam>
/// <param name="gpuVa">Address to read from</param>
/// <returns>The data at the specified memory location</returns>
public T Read<T>(ulong address) where T : unmanaged
{
return MemoryMarshal.Cast<byte, T>(GetSpan(address, Unsafe.SizeOf<T>()))[0];
}
/// <summary>
/// Writes data to the application process.
/// </summary>
/// <param name="address">Address to write into</param>
/// <param name="data">Data to be written</param>
public void Write(ulong address, ReadOnlySpan<byte> data)
{
_cpuMemory.Write(address, data);
}
/// <summary>
/// Writes data to the application process.
/// </summary>
/// <param name="range">Ranges of physical memory where the data is located</param>
/// <param name="data">Data to be written</param>
public void Write(MultiRange range, ReadOnlySpan<byte> data)
{
WriteImpl(range, data, _cpuMemory.Write);
}
/// <summary>
/// Writes data to the application process, without any tracking.
/// </summary>
/// <param name="address">Address to write into</param>
/// <param name="data">Data to be written</param>
public void WriteUntracked(ulong address, ReadOnlySpan<byte> data)
{
_cpuMemory.WriteUntracked(address, data);
}
/// <summary>
/// Writes data to the application process, without any tracking.
/// </summary>
/// <param name="range">Ranges of physical memory where the data is located</param>
/// <param name="data">Data to be written</param>
public void WriteUntracked(MultiRange range, ReadOnlySpan<byte> data)
{
WriteImpl(range, data, _cpuMemory.WriteUntracked);
}
private delegate void WriteCallback(ulong address, ReadOnlySpan<byte> data);
/// <summary>
/// Writes data to the application process, using the supplied callback method.
/// </summary>
/// <param name="range">Ranges of physical memory where the data is located</param>
/// <param name="data">Data to be written</param>
/// <param name="writeCallback">Callback method that will perform the write</param>
private static void WriteImpl(MultiRange range, ReadOnlySpan<byte> data, WriteCallback writeCallback)
{
if (range.Count == 1)
{
var singleRange = range.GetSubRange(0);
writeCallback(singleRange.Address, data);
}
else
{
int offset = 0;
for (int i = 0; i < range.Count; i++)
{
var currentRange = range.GetSubRange(i);
int size = (int)currentRange.Size;
writeCallback(currentRange.Address, data.Slice(offset, size));
offset += size;
}
}
}
/// <summary>
/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
/// </summary>
/// <param name="address">CPU virtual address of the region</param>
/// <param name="size">Size of the region</param>
/// <returns>The memory tracking handle</returns>
public CpuRegionHandle BeginTracking(ulong address, ulong size)
{
return _cpuMemory.BeginTracking(address, size);
}
/// <summary>
/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
/// </summary>
/// <param name="range">Ranges of physical memory where the data is located</param>
/// <returns>The memory tracking handle</returns>
public GpuRegionHandle BeginTracking(MultiRange range)
{
var cpuRegionHandles = new CpuRegionHandle[range.Count];
for (int i = 0; i < range.Count; i++)
{
var currentRange = range.GetSubRange(i);
cpuRegionHandles[i] = _cpuMemory.BeginTracking(currentRange.Address, currentRange.Size);
}
return new GpuRegionHandle(cpuRegionHandles);
}
/// <summary>
/// Obtains a memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
/// </summary>
/// <param name="address">CPU virtual address of the region</param>
/// <param name="size">Size of the region</param>
/// <param name="handles">Handles to inherit state from or reuse</param>
/// <param name="granularity">Desired granularity of write tracking</param>
/// <returns>The memory tracking handle</returns>
public CpuMultiRegionHandle BeginGranularTracking(ulong address, ulong size, IEnumerable<IRegionHandle> handles = null, ulong granularity = 4096)
{
return _cpuMemory.BeginGranularTracking(address, size, handles, granularity);
}
/// <summary>
/// Obtains a smart memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
/// </summary>
/// <param name="address">CPU virtual address of the region</param>
/// <param name="size">Size of the region</param>
/// <param name="granularity">Desired granularity of write tracking</param>
/// <returns>The memory tracking handle</returns>
public CpuSmartMultiRegionHandle BeginSmartGranularTracking(ulong address, ulong size, ulong granularity = 4096)
{
return _cpuMemory.BeginSmartGranularTracking(address, size, granularity);
}
/// <summary>
/// Release our reference to the CPU memory manager.
/// </summary>
public void Dispose()
{
_context.DeferredActions.Enqueue(Destroy);
}
/// <summary>
/// Performs disposal of the host GPU caches with resources mapped on this physical memory.
/// This must only be called from the render thread.
/// </summary>
private void Destroy()
{
ShaderCache.Dispose();
BufferCache.Dispose();
TextureCache.Dispose();
DecrementReferenceCount();
}
}
}