b8eb6abecc
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
121 lines
No EOL
4.6 KiB
C#
121 lines
No EOL
4.6 KiB
C#
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 mapped memory accessor.
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/// </summary>
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public class MemoryAccessor
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{
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private GpuContext _context;
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/// <summary>
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/// Creates a new instance of the GPU memory accessor.
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/// </summary>
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/// <param name="context">GPU context that the memory accessor belongs to</param>
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public MemoryAccessor(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Reads a byte array 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 in bytes</param>
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/// <returns>Byte array with the data</returns>
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public byte[] ReadBytes(ulong gpuVa, int size)
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{
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return GetSpan(gpuVa, size).ToArray();
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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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/// This reads as much data as possible, up to the specified maximum size.
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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 = _context.MemoryManager.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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/// Reads a structure from GPU mapped memory.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="gpuVa">GPU virtual address where the structure is located</param>
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/// <returns>The structure 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 = _context.MemoryManager.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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/// Reads a 32-bits signed integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <returns>The value at the specified memory location</returns>
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public int ReadInt32(ulong gpuVa)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(processVa, 4));
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}
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/// <summary>
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/// Reads a 64-bits unsigned integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <returns>The value at the specified memory location</returns>
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public ulong ReadUInt64(ulong gpuVa)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return BitConverter.ToUInt64(_context.PhysicalMemory.GetSpan(processVa, 8));
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}
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/// <summary>
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/// Reads a 8-bits unsigned integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <param name="value">The value to be written</param>
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public void WriteByte(ulong gpuVa, byte value)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, MemoryMarshal.CreateSpan(ref value, 1));
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}
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/// <summary>
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/// Writes a 32-bits signed integer to GPU mapped memory.
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/// </summary>
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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(ulong gpuVa, int value)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, BitConverter.GetBytes(value));
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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 = _context.MemoryManager.Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, data);
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}
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}
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} |