mirror of
https://github.com/GreemDev/Ryujinx.git
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c6d05301aa
* Update readme to mention .NET 7 * infra: Migrate to .NET 7 .NET 7 is still in preview but this prepare for the release coming up next month. * Use Random.Shared in CreateRandom * Move UInt128Utils.cs to Ryujinx.Common project * Fix inverted parameters in System.UInt128 constructor * Fix Visual Studio complains on Ryujinx.Graphics.Vic * time: Fix missing alignment enforcement in SystemClockContext Fixes at least Smash * time: Fix missing alignment enforcement in SteadyClockContext Fix games (like recent version of Smash) using time shared memory * Switch to .NET 7.0.100 release * Enable Tiered PGO * Ensure CreateId validity requirements are meet when doing random generation Also enforce correct packing layout for other Mii structures. This fix a Mario Kart 8 crashes related to the default Miis.
452 lines
16 KiB
C#
452 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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{
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/// <summary>
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/// Partitioned hash table.
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/// </summary>
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/// <typeparam name="T">Hash table entry type</typeparam>
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class PartitionHashTable<T>
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{
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/// <summary>
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/// Hash table entry.
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/// </summary>
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private struct Entry
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{
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/// <summary>
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/// Hash <see cref="OwnSize"/> bytes of <see cref="Data"/>.
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/// </summary>
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public readonly uint Hash;
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/// <summary>
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/// If this entry is only a sub-region of <see cref="Data"/>, this indicates the size in bytes
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/// of that region. Otherwise, it should be zero.
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/// </summary>
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public readonly int OwnSize;
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/// <summary>
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/// Data used to compute the hash for this entry.
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/// </summary>
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/// <remarks>
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/// To avoid additional allocations, this might be a instance of the full entry data,
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/// and only a sub-region of it might be actually used by this entry. Such sub-region
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/// has its size indicated by <see cref="OwnSize"/> in this case.
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/// </remarks>
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public readonly byte[] Data;
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/// <summary>
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/// Item associated with this entry.
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/// </summary>
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public T Item;
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/// <summary>
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/// Indicates if the entry is partial, which means that this entry is only for a sub-region of the data.
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/// </summary>
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/// <remarks>
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/// Partial entries have no items associated with them. They just indicates that the data might be present on
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/// the table, and one must keep looking for the full entry on other tables of larger data size.
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/// </remarks>
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public bool IsPartial => OwnSize != 0;
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/// <summary>
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/// Creates a new partial hash table entry.
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/// </summary>
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/// <param name="hash">Hash of the data</param>
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/// <param name="ownerData">Full data</param>
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/// <param name="ownSize">Size of the sub-region of data that belongs to this entry</param>
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public Entry(uint hash, byte[] ownerData, int ownSize)
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{
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Hash = hash;
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OwnSize = ownSize;
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Data = ownerData;
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Item = default;
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}
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/// <summary>
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/// Creates a new full hash table entry.
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/// </summary>
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/// <param name="hash">Hash of the data</param>
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/// <param name="data">Data</param>
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/// <param name="item">Item associated with this entry</param>
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public Entry(uint hash, byte[] data, T item)
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{
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Hash = hash;
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OwnSize = 0;
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Data = data;
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Item = item;
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}
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/// <summary>
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/// Gets the data for this entry, either full or partial.
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/// </summary>
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/// <returns>Data sub-region</returns>
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public ReadOnlySpan<byte> GetData()
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{
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if (OwnSize != 0)
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{
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return new ReadOnlySpan<byte>(Data).Slice(0, OwnSize);
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}
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return Data;
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}
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}
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/// <summary>
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/// Hash table bucket.
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/// </summary>
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private struct Bucket
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{
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/// <summary>
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/// Inline entry, to avoid allocations for the common single entry case.
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/// </summary>
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public Entry InlineEntry;
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/// <summary>
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/// List of additional entries for the not-so-common multiple entries case.
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/// </summary>
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public List<Entry> MoreEntries;
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}
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private Bucket[] _buckets;
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private int _count;
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/// <summary>
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/// Total amount of entries on the hash table.
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/// </summary>
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public int Count => _count;
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/// <summary>
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/// Creates a new instance of the partitioned hash table.
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/// </summary>
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public PartitionHashTable()
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{
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_buckets = Array.Empty<Bucket>();
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}
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/// <summary>
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/// Gets an item on the table, or adds a new one if not present.
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/// </summary>
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/// <param name="data">Data</param>
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/// <param name="dataHash">Hash of the data</param>
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/// <param name="item">Item to be added if not found</param>
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/// <returns>Existing item if found, or <paramref name="item"/> if not found</returns>
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public T GetOrAdd(byte[] data, uint dataHash, T item)
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{
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if (TryFindItem(dataHash, data, out T existingItem))
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{
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return existingItem;
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}
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Entry entry = new Entry(dataHash, data, item);
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AddToBucket(dataHash, ref entry);
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return item;
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}
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/// <summary>
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/// Adds an item to the hash table.
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/// </summary>
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/// <param name="data">Data</param>
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/// <param name="dataHash">Hash of the data</param>
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/// <param name="item">Item to be added</param>
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/// <returns>True if the item was added, false due to an item associated with the data already being on the table</returns>
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public bool Add(byte[] data, uint dataHash, T item)
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{
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if (TryFindItem(dataHash, data, out _))
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{
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return false;
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}
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Entry entry = new Entry(dataHash, data, item);
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AddToBucket(dataHash, ref entry);
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return true;
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}
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/// <summary>
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/// Adds a partial entry to the hash table.
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/// </summary>
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/// <param name="ownerData">Full data</param>
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/// <param name="ownSize">Size of the sub-region of <paramref name="ownerData"/> used by the partial entry</param>
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/// <returns>True if added, false otherwise</returns>
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public bool AddPartial(byte[] ownerData, int ownSize)
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{
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ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize);
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return AddPartial(ownerData, HashState.CalcHash(data), ownSize);
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}
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/// <summary>
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/// Adds a partial entry to the hash table.
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/// </summary>
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/// <param name="ownerData">Full data</param>
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/// <param name="dataHash">Hash of the data sub-region</param>
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/// <param name="ownSize">Size of the sub-region of <paramref name="ownerData"/> used by the partial entry</param>
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/// <returns>True if added, false otherwise</returns>
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public bool AddPartial(byte[] ownerData, uint dataHash, int ownSize)
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{
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ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize);
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if (TryFindItem(dataHash, data, out _))
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{
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return false;
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}
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Entry entry = new Entry(dataHash, ownerData, ownSize);
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AddToBucket(dataHash, ref entry);
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return true;
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}
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/// <summary>
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/// Adds entry with a given hash to the table.
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/// </summary>
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/// <param name="dataHash">Hash of the entry</param>
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/// <param name="entry">Entry</param>
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private void AddToBucket(uint dataHash, ref Entry entry)
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{
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int pow2Count = GetPow2Count(++_count);
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if (pow2Count != _buckets.Length)
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{
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Rebuild(pow2Count);
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}
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ref Bucket bucket = ref GetBucketForHash(dataHash);
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AddToBucket(ref bucket, ref entry);
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}
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/// <summary>
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/// Adds an entry to a bucket.
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/// </summary>
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/// <param name="bucket">Bucket to add the entry into</param>
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/// <param name="entry">Entry to be added</param>
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private void AddToBucket(ref Bucket bucket, ref Entry entry)
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{
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if (bucket.InlineEntry.Data == null)
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{
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bucket.InlineEntry = entry;
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}
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else
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{
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(bucket.MoreEntries ??= new List<Entry>()).Add(entry);
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}
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}
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/// <summary>
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/// Creates partial entries on a new hash table for all existing full entries.
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/// </summary>
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/// <remarks>
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/// This should be called every time a new hash table is created, and there are hash
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/// tables with data sizes that are higher than that of the new table.
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/// This will then fill the new hash table with "partial" entries of full entries
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/// on the hash tables with higher size.
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/// </remarks>
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/// <param name="newTable">New hash table</param>
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/// <param name="newEntrySize">Size of the data on the new hash table</param>
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public void FillPartials(PartitionHashTable<T> newTable, int newEntrySize)
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{
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for (int i = 0; i < _buckets.Length; i++)
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{
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ref Bucket bucket = ref _buckets[i];
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ref Entry inlineEntry = ref bucket.InlineEntry;
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if (inlineEntry.Data != null)
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{
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if (!inlineEntry.IsPartial)
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{
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newTable.AddPartial(inlineEntry.Data, newEntrySize);
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}
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if (bucket.MoreEntries != null)
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{
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foreach (Entry entry in bucket.MoreEntries)
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{
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if (entry.IsPartial)
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{
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continue;
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}
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newTable.AddPartial(entry.Data, newEntrySize);
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}
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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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/// Tries to find an item on the table.
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/// </summary>
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/// <param name="dataHash">Hash of <paramref name="data"/></param>
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/// <param name="data">Data to find</param>
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/// <param name="item">Item associated with the data</param>
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/// <returns>True if an item was found, false otherwise</returns>
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private bool TryFindItem(uint dataHash, ReadOnlySpan<byte> data, out T item)
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{
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if (_count == 0)
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{
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item = default;
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return false;
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}
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ref Bucket bucket = ref GetBucketForHash(dataHash);
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if (bucket.InlineEntry.Data != null)
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{
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if (bucket.InlineEntry.Hash == dataHash && bucket.InlineEntry.GetData().SequenceEqual(data))
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{
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item = bucket.InlineEntry.Item;
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return true;
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}
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if (bucket.MoreEntries != null)
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{
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foreach (Entry entry in bucket.MoreEntries)
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{
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if (entry.Hash == dataHash && entry.GetData().SequenceEqual(data))
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{
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item = entry.Item;
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return true;
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}
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}
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}
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}
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item = default;
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return false;
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}
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/// <summary>
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/// Indicates the result of a hash table lookup.
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/// </summary>
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public enum SearchResult
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{
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/// <summary>
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/// No entry was found, the search must continue on hash tables of lower size.
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/// </summary>
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NotFound,
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/// <summary>
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/// A partial entry was found, the search must continue on hash tables of higher size.
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/// </summary>
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FoundPartial,
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/// <summary>
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/// A full entry was found, the search was concluded and the item can be retrieved.
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/// </summary>
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FoundFull
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}
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/// <summary>
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/// Tries to find an item on the table.
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/// </summary>
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/// <param name="dataAccessor">Data accessor</param>
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/// <param name="size">Size of the hash table data</param>
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/// <param name="item">The item on the table, if found, otherwise unmodified</param>
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/// <param name="data">The data on the table, if found, otherwise unmodified</param>
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/// <returns>Table lookup result</returns>
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public SearchResult TryFindItem(scoped ref SmartDataAccessor dataAccessor, int size, scoped ref T item, scoped ref byte[] data)
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{
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if (_count == 0)
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{
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return SearchResult.NotFound;
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}
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ReadOnlySpan<byte> dataSpan = dataAccessor.GetSpanAndHash(size, out uint dataHash);
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if (dataSpan.Length != size)
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{
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return SearchResult.NotFound;
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}
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ref Bucket bucket = ref GetBucketForHash(dataHash);
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if (bucket.InlineEntry.Data != null)
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{
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if (bucket.InlineEntry.Hash == dataHash && bucket.InlineEntry.GetData().SequenceEqual(dataSpan))
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{
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item = bucket.InlineEntry.Item;
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data = bucket.InlineEntry.Data;
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return bucket.InlineEntry.IsPartial ? SearchResult.FoundPartial : SearchResult.FoundFull;
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}
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if (bucket.MoreEntries != null)
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{
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foreach (Entry entry in bucket.MoreEntries)
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{
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if (entry.Hash == dataHash && entry.GetData().SequenceEqual(dataSpan))
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{
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item = entry.Item;
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data = entry.Data;
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return entry.IsPartial ? SearchResult.FoundPartial : SearchResult.FoundFull;
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}
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}
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}
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}
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return SearchResult.NotFound;
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}
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/// <summary>
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/// Rebuilds the table for a new count.
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/// </summary>
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/// <param name="newPow2Count">New power of two count of the table</param>
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private void Rebuild(int newPow2Count)
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{
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Bucket[] newBuckets = new Bucket[newPow2Count];
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uint mask = (uint)newPow2Count - 1;
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for (int i = 0; i < _buckets.Length; i++)
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{
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ref Bucket bucket = ref _buckets[i];
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if (bucket.InlineEntry.Data != null)
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{
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AddToBucket(ref newBuckets[(int)(bucket.InlineEntry.Hash & mask)], ref bucket.InlineEntry);
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if (bucket.MoreEntries != null)
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{
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foreach (Entry entry in bucket.MoreEntries)
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{
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Entry entryCopy = entry;
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AddToBucket(ref newBuckets[(int)(entry.Hash & mask)], ref entryCopy);
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}
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}
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}
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}
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_buckets = newBuckets;
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}
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/// <summary>
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/// Gets the bucket for a given hash.
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/// </summary>
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/// <param name="hash">Data hash</param>
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/// <returns>Bucket for the hash</returns>
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private ref Bucket GetBucketForHash(uint hash)
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{
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int index = (int)(hash & (_buckets.Length - 1));
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return ref _buckets[index];
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}
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/// <summary>
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/// Gets a power of two count from a regular count.
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/// </summary>
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/// <param name="count">Count</param>
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/// <returns>Power of two count</returns>
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private static int GetPow2Count(int count)
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{
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// This returns the nearest power of two that is lower than count.
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// This was done to optimize memory usage rather than performance.
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return 1 << BitOperations.Log2((uint)count);
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}
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}
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}
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