Ryujinx/Ryujinx.Graphics.Gpu/Memory/Buffer.cs
riperiperi ec3e848d79
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation

About as fast as nvidia GL multithreading, can be improved with faster command queuing.

* Struct based command list

Speeds up a bit. Still a lot of time lost to resource copy.

* Do shader init while the render thread is active.

* Introduce circular span pool V1

Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.

* Refactor SpanRef some more

Use a struct to represent SpanRef, rather than a reference.

* Flush buffers on background thread

* Use a span for UpdateRenderScale.

Much faster than copying the array.

* Calculate command size using reflection

* WIP parallel shaders

* Some minor optimisation

* Only 2 max refs per command now.

The command with 3 refs is gone. 😌

* Don't cast on the GPU side

* Remove redundant casts, force sync on window present

* Fix Shader Cache

* Fix host shader save.

* Fixup to work with new renderer stuff

* Make command Run static, use array of delegates as lookup

Profile says this takes less time than the previous way.

* Bring up to date

* Add settings toggle. Fix Muiltithreading Off mode.

* Fix warning.

* Release tracking lock for flushes

* Fix Conditional Render fast path with threaded gal

* Make handle iteration safe when releasing the lock

This is mostly temporary.

* Attempt to set backend threading on driver

Only really works on nvidia before launching a game.

* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions

* Update buffer set commands

* Some cleanup

* Only use stutter workaround when using opengl renderer non-threaded

* Add host-conditional reservation of counter events

There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.

* Address Feedback

* Make counter flush tracked again.

Hopefully does not cause any issues this time.

* Wait for FlushTo on the main queue thread.

Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)

* Add SDL2 headless integration

* Add HLE macro commands.

Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00

491 lines
18 KiB
C#

using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.GAL;
using Ryujinx.Memory.Range;
using Ryujinx.Memory.Tracking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer, used to store vertex and index data, uniform and storage buffers, and others.
/// </summary>
class Buffer : IRange, IDisposable
{
private const ulong GranularBufferThreshold = 4096;
private readonly GpuContext _context;
private readonly PhysicalMemory _physicalMemory;
/// <summary>
/// Host buffer handle.
/// </summary>
public BufferHandle Handle { get; }
/// <summary>
/// Start address of the buffer in guest memory.
/// </summary>
public ulong Address { get; }
/// <summary>
/// Size of the buffer in bytes.
/// </summary>
public ulong Size { get; }
/// <summary>
/// End address of the buffer in guest memory.
/// </summary>
public ulong EndAddress => Address + Size;
/// <summary>
/// Increments when the buffer is (partially) unmapped or disposed.
/// </summary>
public int UnmappedSequence { get; private set; }
/// <summary>
/// Ranges of the buffer that have been modified on the GPU.
/// Ranges defined here cannot be updated from CPU until a CPU waiting sync point is reached.
/// Then, write tracking will signal, wait for GPU sync (generated at the syncpoint) and flush these regions.
/// </summary>
/// <remarks>
/// This is null until at least one modification occurs.
/// </remarks>
private BufferModifiedRangeList _modifiedRanges = null;
private readonly CpuMultiRegionHandle _memoryTrackingGranular;
private readonly CpuRegionHandle _memoryTracking;
private readonly RegionSignal _externalFlushDelegate;
private readonly Action<ulong, ulong> _loadDelegate;
private readonly Action<ulong, ulong> _modifiedDelegate;
private int _sequenceNumber;
private bool _useGranular;
private bool _syncActionRegistered;
/// <summary>
/// Creates a new instance of the buffer.
/// </summary>
/// <param name="context">GPU context that the buffer belongs to</param>
/// <param name="physicalMemory">Physical memory where the buffer is mapped</param>
/// <param name="address">Start address of the buffer</param>
/// <param name="size">Size of the buffer in bytes</param>
/// <param name="baseBuffers">Buffers which this buffer contains, and will inherit tracking handles from</param>
public Buffer(GpuContext context, PhysicalMemory physicalMemory, ulong address, ulong size, IEnumerable<Buffer> baseBuffers = null)
{
_context = context;
_physicalMemory = physicalMemory;
Address = address;
Size = size;
Handle = context.Renderer.CreateBuffer((int)size);
_useGranular = size > GranularBufferThreshold;
IEnumerable<IRegionHandle> baseHandles = null;
if (baseBuffers != null)
{
baseHandles = baseBuffers.SelectMany(buffer =>
{
if (buffer._useGranular)
{
return buffer._memoryTrackingGranular.GetHandles();
}
else
{
return Enumerable.Repeat(buffer._memoryTracking.GetHandle(), 1);
}
});
}
if (_useGranular)
{
_memoryTrackingGranular = physicalMemory.BeginGranularTracking(address, size, baseHandles);
}
else
{
_memoryTracking = physicalMemory.BeginTracking(address, size);
if (baseHandles != null)
{
_memoryTracking.Reprotect(false);
foreach (IRegionHandle handle in baseHandles)
{
if (handle.Dirty)
{
_memoryTracking.Reprotect(true);
}
handle.Dispose();
}
}
}
_externalFlushDelegate = new RegionSignal(ExternalFlush);
_loadDelegate = new Action<ulong, ulong>(LoadRegion);
_modifiedDelegate = new Action<ulong, ulong>(RegionModified);
}
/// <summary>
/// Gets a sub-range from the buffer, from a start address till the end of the buffer.
/// </summary>
/// <remarks>
/// This can be used to bind and use sub-ranges of the buffer on the host API.
/// </remarks>
/// <param name="address">Start address of the sub-range, must be greater than or equal to the buffer address</param>
/// <returns>The buffer sub-range</returns>
public BufferRange GetRange(ulong address)
{
ulong offset = address - Address;
return new BufferRange(Handle, (int)offset, (int)(Size - offset));
}
/// <summary>
/// Gets a sub-range from the buffer.
/// </summary>
/// <remarks>
/// This can be used to bind and use sub-ranges of the buffer on the host API.
/// </remarks>
/// <param name="address">Start address of the sub-range, must be greater than or equal to the buffer address</param>
/// <param name="size">Size in bytes of the sub-range, must be less than or equal to the buffer size</param>
/// <returns>The buffer sub-range</returns>
public BufferRange GetRange(ulong address, ulong size)
{
int offset = (int)(address - Address);
return new BufferRange(Handle, offset, (int)size);
}
/// <summary>
/// Checks if a given range overlaps with the buffer.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>True if the range overlaps, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
/// <summary>
/// Checks if a given range is fully contained in the buffer.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>True if the range is contained, false otherwise</returns>
public bool FullyContains(ulong address, ulong size)
{
return address >= Address && address + size <= EndAddress;
}
/// <summary>
/// Performs guest to host memory synchronization of the buffer data.
/// </summary>
/// <remarks>
/// This causes the buffer data to be overwritten if a write was detected from the CPU,
/// since the last call to this method.
/// </remarks>
/// <param name="address">Start address of the range to synchronize</param>
/// <param name="size">Size in bytes of the range to synchronize</param>
public void SynchronizeMemory(ulong address, ulong size)
{
if (_useGranular)
{
_memoryTrackingGranular.QueryModified(address, size, _modifiedDelegate, _context.SequenceNumber);
}
else
{
if (_context.SequenceNumber != _sequenceNumber && _memoryTracking.DirtyOrVolatile())
{
_memoryTracking.Reprotect();
if (_modifiedRanges != null)
{
_modifiedRanges.ExcludeModifiedRegions(Address, Size, _loadDelegate);
}
else
{
_context.Renderer.SetBufferData(Handle, 0, _physicalMemory.GetSpan(Address, (int)Size));
}
_sequenceNumber = _context.SequenceNumber;
}
}
}
/// <summary>
/// Ensure that the modified range list exists.
/// </summary>
private void EnsureRangeList()
{
if (_modifiedRanges == null)
{
_modifiedRanges = new BufferModifiedRangeList(_context);
}
}
/// <summary>
/// Signal that the given region of the buffer has been modified.
/// </summary>
/// <param name="address">The start address of the modified region</param>
/// <param name="size">The size of the modified region</param>
public void SignalModified(ulong address, ulong size)
{
EnsureRangeList();
_modifiedRanges.SignalModified(address, size);
if (!_syncActionRegistered)
{
_context.RegisterSyncAction(SyncAction);
_syncActionRegistered = true;
}
}
/// <summary>
/// Indicate that mofifications in a given region of this buffer have been overwritten.
/// </summary>
/// <param name="address">The start address of the region</param>
/// <param name="size">The size of the region</param>
public void ClearModified(ulong address, ulong size)
{
if (_modifiedRanges != null)
{
_modifiedRanges.Clear(address, size);
}
}
/// <summary>
/// Action to be performed when a syncpoint is reached after modification.
/// This will register read/write tracking to flush the buffer from GPU when its memory is used.
/// </summary>
private void SyncAction()
{
_syncActionRegistered = false;
if (_useGranular)
{
_modifiedRanges.GetRanges(Address, Size, (address, size) =>
{
_memoryTrackingGranular.RegisterAction(address, size, _externalFlushDelegate);
SynchronizeMemory(address, size);
});
}
else
{
_memoryTracking.RegisterAction(_externalFlushDelegate);
SynchronizeMemory(Address, Size);
}
}
/// <summary>
/// Inherit modified ranges from another buffer.
/// </summary>
/// <param name="from">The buffer to inherit from</param>
public void InheritModifiedRanges(Buffer from)
{
if (from._modifiedRanges != null)
{
if (from._syncActionRegistered && !_syncActionRegistered)
{
_context.RegisterSyncAction(SyncAction);
_syncActionRegistered = true;
}
EnsureRangeList();
_modifiedRanges.InheritRanges(from._modifiedRanges, (ulong address, ulong size) =>
{
if (_useGranular)
{
_memoryTrackingGranular.RegisterAction(address, size, _externalFlushDelegate);
}
else
{
_memoryTracking.RegisterAction(_externalFlushDelegate);
}
});
}
}
/// <summary>
/// Determine if a given region of the buffer has been modified, and must be flushed.
/// </summary>
/// <param name="address">The start address of the region</param>
/// <param name="size">The size of the region</param>
/// <returns></returns>
public bool IsModified(ulong address, ulong size)
{
if (_modifiedRanges != null)
{
return _modifiedRanges.HasRange(address, size);
}
return false;
}
/// <summary>
/// Indicate that a region of the buffer was modified, and must be loaded from memory.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the modified region</param>
private void RegionModified(ulong mAddress, ulong mSize)
{
if (mAddress < Address)
{
mAddress = Address;
}
ulong maxSize = Address + Size - mAddress;
if (mSize > maxSize)
{
mSize = maxSize;
}
if (_modifiedRanges != null)
{
_modifiedRanges.ExcludeModifiedRegions(mAddress, mSize, _loadDelegate);
}
else
{
LoadRegion(mAddress, mSize);
}
}
/// <summary>
/// Load a region of the buffer from memory.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the modified region</param>
private void LoadRegion(ulong mAddress, ulong mSize)
{
int offset = (int)(mAddress - Address);
_context.Renderer.SetBufferData(Handle, offset, _physicalMemory.GetSpan(mAddress, (int)mSize));
}
/// <summary>
/// Force a region of the buffer to be dirty. Avoids reprotection and nullifies sequence number check.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the region to force dirty</param>
public void ForceDirty(ulong mAddress, ulong mSize)
{
if (_modifiedRanges != null)
{
_modifiedRanges.Clear(mAddress, mSize);
}
if (_useGranular)
{
_memoryTrackingGranular.ForceDirty(mAddress, mSize);
}
else
{
_memoryTracking.ForceDirty();
_sequenceNumber--;
}
}
/// <summary>
/// Performs copy of all the buffer data from one buffer to another.
/// </summary>
/// <param name="destination">The destination buffer to copy the data into</param>
/// <param name="dstOffset">The offset of the destination buffer to copy into</param>
public void CopyTo(Buffer destination, int dstOffset)
{
_context.Renderer.Pipeline.CopyBuffer(Handle, destination.Handle, 0, dstOffset, (int)Size);
}
/// <summary>
/// Flushes a range of the buffer.
/// This writes the range data back into guest memory.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
public void Flush(ulong address, ulong size)
{
int offset = (int)(address - Address);
ReadOnlySpan<byte> data = _context.Renderer.GetBufferData(Handle, offset, (int)size);
// TODO: When write tracking shaders, they will need to be aware of changes in overlapping buffers.
_physicalMemory.WriteUntracked(address, data);
}
/// <summary>
/// Align a given address and size region to page boundaries.
/// </summary>
/// <param name="address">The start address of the region</param>
/// <param name="size">The size of the region</param>
/// <returns>The page aligned address and size</returns>
private static (ulong address, ulong size) PageAlign(ulong address, ulong size)
{
ulong pageMask = MemoryManager.PageMask;
ulong rA = address & ~pageMask;
ulong rS = ((address + size + pageMask) & ~pageMask) - rA;
return (rA, rS);
}
/// <summary>
/// Flush modified ranges of the buffer from another thread.
/// This will flush all modifications made before the active SyncNumber was set, and may block to wait for GPU sync.
/// </summary>
/// <param name="address">Address of the memory action</param>
/// <param name="size">Size in bytes</param>
public void ExternalFlush(ulong address, ulong size)
{
_context.Renderer.BackgroundContextAction(() =>
{
var ranges = _modifiedRanges;
if (ranges != null)
{
(address, size) = PageAlign(address, size);
ranges.WaitForAndGetRanges(address, size, Flush);
}
}, true);
}
/// <summary>
/// Called when part of the memory for this buffer has been unmapped.
/// Calls are from non-GPU threads.
/// </summary>
/// <param name="address">Start address of the unmapped region</param>
/// <param name="size">Size of the unmapped region</param>
public void Unmapped(ulong address, ulong size)
{
_modifiedRanges?.Clear(address, size);
UnmappedSequence++;
}
/// <summary>
/// Disposes the host buffer's data, not its tracking handles.
/// </summary>
public void DisposeData()
{
_modifiedRanges?.Clear();
_context.Renderer.DeleteBuffer(Handle);
UnmappedSequence++;
}
/// <summary>
/// Disposes the host buffer.
/// </summary>
public void Dispose()
{
_memoryTrackingGranular?.Dispose();
_memoryTracking?.Dispose();
DisposeData();
}
}
}