a1f77a5b6a
* Initial implementation of buffer flush (VERY WIP) * Host shaders need to be rebuilt for the SSBO write flag. * New approach with reserved regions and gl sync * Fix a ton of buffer issues. * Remove unused buffer unmapped behaviour * Revert "Remove unused buffer unmapped behaviour" This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece. * Delete modified ranges on unmap Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap. * Cache some more delegates. * Dispose Sync on Close * Also create host sync for GPFifo syncpoint increment. * Copy buffer optimization, add docs * Fix race condition with OpenGL Sync * Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle * Performance: Only flush individual pages of SSBO at a time This avoids flushing large amounts of data when only a small amount is actually used. * Signal Modified rather than flushing after clear * Fix some docs and code style. * Introduce a new test for tracking memory protection. Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master) * Address Comments * Add host sync for SetReference This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise. * Make PageAlign static * Re-enable read tracking, for reads.
137 lines
4.9 KiB
C#
137 lines
4.9 KiB
C#
using Ryujinx.Memory.Range;
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using System.Collections.Generic;
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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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public bool Dirty { 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 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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internal MemoryPermission RequiredPermission => _preAction != null ? MemoryPermission.None : (Dirty ? MemoryPermission.ReadAndWrite : MemoryPermission.Read);
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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="dirty">Initial value of the dirty flag</param>
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internal RegionHandle(MemoryTracking tracking, ulong address, ulong size, bool dirty = true)
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{
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Dirty = dirty;
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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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/// 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)
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{
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RegionSignal action = Interlocked.Exchange(ref _preAction, null);
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action?.Invoke(address, size);
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if (write)
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{
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Dirty = true;
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Parent?.SignalWrite();
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}
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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()
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{
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Dirty = 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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region.UpdateProtection();
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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 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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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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/// 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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/// 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 and physical regions.
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/// </summary>
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public void Dispose()
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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.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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