Ryujinx/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs
riperiperi 187372cbde
Prune ForceDirty and CheckModified caches on unmap (#3862)
* Prune ForceDirty and CheckModified caches on unmap

Since we're now using this for modified checks on the HLE indirect draw method, I'm worried that leaving these to forever gather cache entries isn't the best idea for performance in the long term, and it could keep old buffer objects alive for longer than they should be.

This PR adds the ability to prune invalid entries before checking these caches, and queues it whenever gpu memory is unmapped. It also aligns modified checks to the page size, as I figured it would be possible for a huge number of overlapping over a game's runtime.

This prevents Super Mario Odyssey from having 10s of thousands of entries in the modified cache in Metro Kingdom, and them duplicating when entering and leaving a building (should be cleared, as they were unmapped).

* Address Feedback
2022-11-18 14:58:24 +00:00

519 lines
20 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer cache.
/// </summary>
class BufferCache : IDisposable
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private const ulong MaxDynamicGrowthSize = 0x100000;
private readonly GpuContext _context;
private readonly PhysicalMemory _physicalMemory;
private readonly RangeList<Buffer> _buffers;
private Buffer[] _bufferOverlaps;
private readonly Dictionary<ulong, BufferCacheEntry> _dirtyCache;
private readonly Dictionary<ulong, BufferCacheEntry> _modifiedCache;
private bool _pruneCaches;
public event Action NotifyBuffersModified;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
/// <param name="physicalMemory">Physical memory where the cached buffers are mapped</param>
public BufferCache(GpuContext context, PhysicalMemory physicalMemory)
{
_context = context;
_physicalMemory = physicalMemory;
_buffers = new RangeList<Buffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
_dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
// There are a lot more entries on the modified cache, so it is separate from the one for ForceDirty.
_modifiedCache = new Dictionary<ulong, BufferCacheEntry>();
}
/// <summary>
/// Handles removal of buffers written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Buffer[] overlaps = new Buffer[10];
int overlapCount;
ulong address = ((MemoryManager)sender).Translate(e.Address);
ulong size = e.Size;
lock (_buffers)
{
overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(address, size);
}
}
/// <summary>
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>CPU virtual address of the buffer, after address translation</returns>
public ulong TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = memoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
{
return 0;
}
CreateBuffer(address, size);
return address;
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size)
{
ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
// The buffer must have the size of at least one page.
if (alignedEndAddress == alignedAddress)
{
alignedEndAddress += BufferAlignmentSize;
}
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
}
/// <summary>
/// Performs address translation of the GPU virtual address, and attempts to force
/// the buffer in the region as dirty.
/// The buffer lookup for this function is cached in a dictionary for quick access, which
/// accelerates common UBO updates.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
public void ForceDirty(MemoryManager memoryManager, ulong gpuVa, ulong size)
{
if (_pruneCaches)
{
Prune();
}
if (!_dirtyCache.TryGetValue(gpuVa, out BufferCacheEntry result) ||
result.EndGpuAddress < gpuVa + size ||
result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
_dirtyCache[gpuVa] = result;
}
result.Buffer.ForceDirty(result.Address, size);
}
/// <summary>
/// Checks if the given buffer range has been GPU modifed.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>True if modified, false otherwise</returns>
public bool CheckModified(MemoryManager memoryManager, ulong gpuVa, ulong size, out ulong outAddr)
{
if (_pruneCaches)
{
Prune();
}
// Align the address to avoid creating too many entries on the quick lookup dictionary.
ulong mask = BufferAlignmentMask;
ulong alignedGpuVa = gpuVa & (~mask);
ulong alignedEndGpuVa = (gpuVa + size + mask) & (~mask);
size = alignedEndGpuVa - alignedGpuVa;
if (!_modifiedCache.TryGetValue(alignedGpuVa, out BufferCacheEntry result) ||
result.EndGpuAddress < alignedEndGpuVa ||
result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(memoryManager, alignedGpuVa, size);
result = new BufferCacheEntry(address, alignedGpuVa, GetBuffer(address, size));
_modifiedCache[alignedGpuVa] = result;
}
outAddr = result.Address | (gpuVa & mask);
return result.Buffer.IsModified(result.Address, size);
}
/// <summary>
/// Creates a new buffer for the specified range, if needed.
/// If a buffer where this range can be fully contained already exists,
/// then the creation of a new buffer is not necessary.
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
private void CreateBufferAligned(ulong address, ulong size)
{
int overlapsCount;
lock (_buffers)
{
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
}
if (overlapsCount != 0)
{
// The buffer already exists. We can just return the existing buffer
// if the buffer we need is fully contained inside the overlapping buffer.
// Otherwise, we must delete the overlapping buffers and create a bigger buffer
// that fits all the data we need. We also need to copy the contents from the
// old buffer(s) to the new buffer.
ulong endAddress = address + size;
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
{
// Check if the following conditions are met:
// - We have a single overlap.
// - The overlap starts at or before the requested range. That is, the overlap happens at the end.
// - The size delta between the new, merged buffer and the old one is of at most 2 pages.
// In this case, we attempt to extend the buffer further than the requested range,
// this can potentially avoid future resizes if the application keeps using overlapping
// sequential memory.
// Allowing for 2 pages (rather than just one) is necessary to catch cases where the
// range crosses a page, and after alignment, ends having a size of 2 pages.
if (overlapsCount == 1 &&
address >= _bufferOverlaps[0].Address &&
endAddress - _bufferOverlaps[0].EndAddress <= BufferAlignmentSize * 2)
{
// Try to grow the buffer by 1.5x of its current size.
// This improves performance in the cases where the buffer is resized often by small amounts.
ulong existingSize = _bufferOverlaps[0].Size;
ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask;
size = Math.Max(size, growthSize);
endAddress = address + size;
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
address = Math.Min(address, buffer.Address);
endAddress = Math.Max(endAddress, buffer.EndAddress);
lock (_buffers)
{
_buffers.Remove(buffer);
}
}
ulong newSize = endAddress - address;
Buffer newBuffer = new Buffer(_context, _physicalMemory, address, newSize, _bufferOverlaps.Take(overlapsCount));
lock (_buffers)
{
_buffers.Add(newBuffer);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
newBuffer.InheritModifiedRanges(buffer);
buffer.DisposeData();
}
newBuffer.SynchronizeMemory(address, newSize);
// Existing buffers were modified, we need to rebind everything.
NotifyBuffersModified?.Invoke();
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, _physicalMemory, address, size);
lock (_buffers)
{
_buffers.Add(buffer);
}
}
ShrinkOverlapsBufferIfNeeded();
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// </summary>
/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="srcVa">GPU virtual address of the copy source</param>
/// <param name="dstVa">GPU virtual address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>
public void CopyBuffer(MemoryManager memoryManager, ulong srcVa, ulong dstVa, ulong size)
{
ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa, size);
ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa, size);
Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
int srcOffset = (int)(srcAddress - srcBuffer.Address);
int dstOffset = (int)(dstAddress - dstBuffer.Address);
_context.Renderer.Pipeline.CopyBuffer(
srcBuffer.Handle,
dstBuffer.Handle,
srcOffset,
dstOffset,
(int)size);
if (srcBuffer.IsModified(srcAddress, size))
{
dstBuffer.SignalModified(dstAddress, size);
}
else
{
// Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
dstBuffer.ClearModified(dstAddress, size);
memoryManager.Physical.WriteUntracked(dstAddress, memoryManager.Physical.GetSpan(srcAddress, (int)size));
}
}
/// <summary>
/// Clears a buffer at a given address with the specified value.
/// </summary>
/// <remarks>
/// Both the address and size must be aligned to 4 bytes.
/// </remarks>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">GPU virtual address of the region to clear</param>
/// <param name="size">Number of bytes to clear</param>
/// <param name="value">Value to be written into the buffer</param>
public void ClearBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size, uint value)
{
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
Buffer buffer = GetBuffer(address, size);
int offset = (int)(address - buffer.Address);
_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
buffer.SignalModified(address, size);
}
/// <summary>
/// Gets a buffer sub-range starting at a given memory address.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range starting at the given memory address</returns>
public BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address);
}
/// <summary>
/// Gets a buffer sub-range for a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range for the given range</returns>
public BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address, size);
}
/// <summary>
/// Gets a buffer for a given memory range.
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer where the range is fully contained</returns>
private Buffer GetBuffer(ulong address, ulong size, bool write = false)
{
Buffer buffer;
if (size != 0)
{
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
if (write)
{
buffer.SignalModified(address, size);
}
}
else
{
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, 1);
}
}
return buffer;
}
/// <summary>
/// Performs guest to host memory synchronization of a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
public void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
Buffer buffer;
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
}
}
/// <summary>
/// Prune any invalid entries from a quick access dictionary.
/// </summary>
/// <param name="dictionary">Dictionary to prune</param>
/// <param name="toDelete">List used to track entries to delete</param>
private void Prune(Dictionary<ulong, BufferCacheEntry> dictionary, ref List<ulong> toDelete)
{
foreach (var entry in dictionary)
{
if (entry.Value.UnmappedSequence != entry.Value.Buffer.UnmappedSequence)
{
(toDelete ??= new()).Add(entry.Key);
}
}
if (toDelete != null)
{
foreach (ulong entry in toDelete)
{
dictionary.Remove(entry);
}
}
}
/// <summary>
/// Prune any invalid entries from the quick access dictionaries.
/// </summary>
private void Prune()
{
List<ulong> toDelete = null;
Prune(_dirtyCache, ref toDelete);
toDelete?.Clear();
Prune(_modifiedCache, ref toDelete);
_pruneCaches = false;
}
/// <summary>
/// Queues a prune of invalid entries the next time a dictionary cache is accessed.
/// </summary>
public void QueuePrune()
{
_pruneCaches = true;
}
/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// </summary>
public void Dispose()
{
lock (_buffers)
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
}
}
}