ec3e848d79
* 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>
305 lines
9.9 KiB
C#
305 lines
9.9 KiB
C#
using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A tracking handle for a given region of virtual memory. The Dirty flag is updated whenever any changes are made,
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/// and an action can be performed when the region is read to or written from.
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/// </summary>
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public class RegionHandle : IRegionHandle, IRange
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{
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/// <summary>
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/// If more than this number of checks have been performed on a dirty flag since its last reprotect,
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/// then it is dirtied infrequently.
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/// </summary>
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private static int CheckCountForInfrequent = 3;
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/// <summary>
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/// Number of frequent dirty/consume in a row to make this handle volatile.
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/// </summary>
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private static int VolatileThreshold = 5;
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public bool Dirty { get; private set; }
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public bool Unmapped { get; private set; }
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public ulong Address { get; }
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public ulong Size { get; }
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public ulong EndAddress { get; }
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internal IMultiRegionHandle Parent { get; set; }
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internal int SequenceNumber { get; set; }
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private event Action _onDirty;
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private RegionSignal _preAction; // Action to perform before a read or write. This will block the memory access.
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private readonly List<VirtualRegion> _regions;
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private readonly MemoryTracking _tracking;
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private bool _disposed;
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private int _checkCount = 0;
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private int _volatileCount = 0;
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private bool _volatile;
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internal MemoryPermission RequiredPermission
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{
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get
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{
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// If this is unmapped, allow reprotecting as RW as it can't be dirtied.
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// This is required for the partial unmap cases where part of the data are still being accessed.
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if (Unmapped)
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{
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return MemoryPermission.ReadAndWrite;
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}
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if (_preAction != null)
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{
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return MemoryPermission.None;
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}
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return Dirty ? MemoryPermission.ReadAndWrite : MemoryPermission.Read;
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}
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}
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internal RegionSignal PreAction => _preAction;
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/// <summary>
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/// Create a new region handle. The handle is registered with the given tracking object,
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/// and will be notified of any changes to the specified region.
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/// </summary>
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/// <param name="tracking">Tracking object for the target memory block</param>
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/// <param name="address">Virtual address of the region to track</param>
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/// <param name="size">Size of the region to track</param>
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/// <param name="mapped">True if the region handle starts mapped</param>
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internal RegionHandle(MemoryTracking tracking, ulong address, ulong size, bool mapped = true)
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{
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Dirty = mapped;
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Unmapped = !mapped;
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Address = address;
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Size = size;
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EndAddress = address + size;
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_tracking = tracking;
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_regions = tracking.GetVirtualRegionsForHandle(address, size);
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foreach (var region in _regions)
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{
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region.Handles.Add(this);
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}
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}
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/// <summary>
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/// Clear the volatile state of this handle.
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/// </summary>
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private void ClearVolatile()
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{
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_volatileCount = 0;
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_volatile = false;
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}
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/// <summary>
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/// Check if this handle is dirty, or if it is volatile. (changes very often)
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/// </summary>
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/// <returns>True if the handle is dirty or volatile, false otherwise</returns>
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public bool DirtyOrVolatile()
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{
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_checkCount++;
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return Dirty || _volatile;
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}
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/// <summary>
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/// Signal that a memory action occurred within this handle's virtual regions.
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/// </summary>
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/// <param name="write">Whether the region was written to or read</param>
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internal void Signal(ulong address, ulong size, bool write, ref IList<RegionHandle> handleIterable)
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{
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RegionSignal action = Interlocked.Exchange(ref _preAction, null);
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// If this handle was already unmapped (even if just partially),
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// then we have nothing to do until it is mapped again.
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// The pre-action should be still consumed to avoid flushing on remap.
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if (Unmapped)
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{
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return;
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}
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if (action != null)
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{
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// Copy the handles list in case it changes when we're out of the lock.
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if (handleIterable is List<RegionHandle>)
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{
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handleIterable = handleIterable.ToArray();
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}
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// Temporarily release the tracking lock while we're running the action.
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Monitor.Exit(_tracking.TrackingLock);
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try
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{
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action.Invoke(address, size);
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}
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finally
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{
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Monitor.Enter(_tracking.TrackingLock);
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}
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}
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if (write)
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{
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bool oldDirty = Dirty;
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Dirty = true;
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if (!oldDirty)
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{
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_onDirty?.Invoke();
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}
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Parent?.SignalWrite();
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}
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}
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/// <summary>
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/// Force this handle to be dirty, without reprotecting.
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/// </summary>
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public void ForceDirty()
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{
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Dirty = true;
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}
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/// <summary>
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/// Consume the dirty flag for this handle, and reprotect so it can be set on the next write.
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/// </summary>
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public void Reprotect(bool asDirty = false)
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{
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if (_volatile) return;
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Dirty = asDirty;
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bool protectionChanged = false;
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lock (_tracking.TrackingLock)
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{
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foreach (VirtualRegion region in _regions)
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{
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protectionChanged |= region.UpdateProtection();
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}
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}
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if (!protectionChanged)
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{
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// Counteract the check count being incremented when this handle was forced dirty.
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// It doesn't count for protected write tracking.
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_checkCount--;
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}
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else if (!asDirty)
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{
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if (_checkCount > 0 && _checkCount < CheckCountForInfrequent)
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{
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if (++_volatileCount >= VolatileThreshold && _preAction == null)
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{
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_volatile = true;
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return;
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}
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}
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else
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{
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_volatileCount = 0;
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}
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_checkCount = 0;
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}
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}
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/// <summary>
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/// Register an action to perform when the tracked region is read or written.
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/// The action is automatically removed after it runs.
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/// </summary>
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/// <param name="action">Action to call on read or write</param>
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public void RegisterAction(RegionSignal action)
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{
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ClearVolatile();
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RegionSignal lastAction = Interlocked.Exchange(ref _preAction, action);
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if (lastAction == null && action != lastAction)
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{
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lock (_tracking.TrackingLock)
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{
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foreach (VirtualRegion region in _regions)
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{
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region.UpdateProtection();
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}
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}
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}
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}
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/// <summary>
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/// Register an action to perform when the region is written to.
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/// This action will not be removed when it is called - it is called each time the dirty flag is set.
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/// </summary>
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/// <param name="action">Action to call on dirty</param>
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public void RegisterDirtyEvent(Action action)
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{
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_onDirty += action;
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}
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/// <summary>
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/// Add a child virtual region to this handle.
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/// </summary>
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/// <param name="region">Virtual region to add as a child</param>
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internal void AddChild(VirtualRegion region)
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{
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_regions.Add(region);
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}
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/// <summary>
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/// Signal that this handle has been mapped or unmapped.
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/// </summary>
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/// <param name="mapped">True if the handle has been mapped, false if unmapped</param>
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internal void SignalMappingChanged(bool mapped)
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{
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if (Unmapped == mapped)
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{
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Unmapped = !mapped;
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if (Unmapped)
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{
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ClearVolatile();
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Dirty = false;
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}
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}
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}
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/// <summary>
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/// Check if this region overlaps with another.
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/// </summary>
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/// <param name="address">Base address</param>
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/// <param name="size">Size of the region</param>
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/// <returns>True if overlapping, false otherwise</returns>
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public bool OverlapsWith(ulong address, ulong size)
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{
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return Address < address + size && address < EndAddress;
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}
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/// <summary>
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/// Dispose the handle. Within the tracking lock, this removes references from virtual regions.
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/// </summary>
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public void Dispose()
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{
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if (_disposed)
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{
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throw new ObjectDisposedException(GetType().FullName);
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}
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_disposed = true;
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lock (_tracking.TrackingLock)
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{
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foreach (VirtualRegion region in _regions)
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{
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region.RemoveHandle(this);
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}
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}
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}
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}
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}
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