mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-16 13:48:42 +02:00
* 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.
137 lines
4.3 KiB
C#
137 lines
4.3 KiB
C#
using Ryujinx.Memory.Range;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Memory.Tracking
|
|
{
|
|
/// <summary>
|
|
/// A region of virtual memory.
|
|
/// </summary>
|
|
class VirtualRegion : AbstractRegion
|
|
{
|
|
public List<RegionHandle> Handles = new List<RegionHandle>();
|
|
|
|
private readonly MemoryTracking _tracking;
|
|
private MemoryPermission _lastPermission;
|
|
|
|
public VirtualRegion(MemoryTracking tracking, ulong address, ulong size, MemoryPermission lastPermission = MemoryPermission.Invalid) : base(address, size)
|
|
{
|
|
_lastPermission = lastPermission;
|
|
_tracking = tracking;
|
|
}
|
|
|
|
public override void Signal(ulong address, ulong size, bool write)
|
|
{
|
|
IList<RegionHandle> handles = Handles;
|
|
|
|
for (int i = 0; i < handles.Count; i++)
|
|
{
|
|
handles[i].Signal(address, size, write, ref handles);
|
|
}
|
|
|
|
UpdateProtection();
|
|
}
|
|
|
|
public override void SignalPrecise(ulong address, ulong size, bool write)
|
|
{
|
|
IList<RegionHandle> handles = Handles;
|
|
|
|
bool allPrecise = true;
|
|
|
|
for (int i = 0; i < handles.Count; i++)
|
|
{
|
|
allPrecise &= handles[i].SignalPrecise(address, size, write, ref handles);
|
|
}
|
|
|
|
// Only update protection if a regular signal handler was called.
|
|
// This allows precise actions to skip reprotection costs if they want (they can still do it manually).
|
|
if (!allPrecise)
|
|
{
|
|
UpdateProtection();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signal that this region has been mapped or unmapped.
|
|
/// </summary>
|
|
/// <param name="mapped">True if the region has been mapped, false if unmapped</param>
|
|
public void SignalMappingChanged(bool mapped)
|
|
{
|
|
_lastPermission = MemoryPermission.Invalid;
|
|
|
|
foreach (RegionHandle handle in Handles)
|
|
{
|
|
handle.SignalMappingChanged(mapped);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the strictest permission that the child handles demand. Assumes that the tracking lock has been obtained.
|
|
/// </summary>
|
|
/// <returns>Protection level that this region demands</returns>
|
|
public MemoryPermission GetRequiredPermission()
|
|
{
|
|
// Start with Read/Write, each handle can strip off permissions as necessary.
|
|
// Assumes the tracking lock has already been obtained.
|
|
|
|
MemoryPermission result = MemoryPermission.ReadAndWrite;
|
|
|
|
foreach (var handle in Handles)
|
|
{
|
|
result &= handle.RequiredPermission;
|
|
if (result == 0) return result;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the protection for this virtual region.
|
|
/// </summary>
|
|
public bool UpdateProtection()
|
|
{
|
|
MemoryPermission permission = GetRequiredPermission();
|
|
|
|
if (_lastPermission != permission)
|
|
{
|
|
_tracking.ProtectVirtualRegion(this, permission);
|
|
_lastPermission = permission;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a handle from this virtual region. If there are no handles left, this virtual region is removed.
|
|
/// </summary>
|
|
/// <param name="handle">Handle to remove</param>
|
|
public void RemoveHandle(RegionHandle handle)
|
|
{
|
|
lock (_tracking.TrackingLock)
|
|
{
|
|
Handles.Remove(handle);
|
|
UpdateProtection();
|
|
if (Handles.Count == 0)
|
|
{
|
|
_tracking.RemoveVirtual(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override INonOverlappingRange Split(ulong splitAddress)
|
|
{
|
|
VirtualRegion newRegion = new VirtualRegion(_tracking, splitAddress, EndAddress - splitAddress, _lastPermission);
|
|
Size = splitAddress - Address;
|
|
|
|
// The new region inherits all of our parents.
|
|
newRegion.Handles = new List<RegionHandle>(Handles);
|
|
foreach (var parent in Handles)
|
|
{
|
|
parent.AddChild(newRegion);
|
|
}
|
|
|
|
return newRegion;
|
|
}
|
|
}
|
|
}
|