mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-18 23:37:09 +01:00
d2bb458b51
* Better implementation of the DMA pusher, misc fixes * Remove some debug code * Correct RGBX8 format * Add support for linked Texture Sampler Control * Attempt to fix upside down screen issue
130 lines
4.4 KiB
C#
130 lines
4.4 KiB
C#
using ChocolArm64.Memory;
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using System;
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namespace Ryujinx.Graphics.Memory
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{
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class NvGpuVmmCache
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{
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private struct CachedResource
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{
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public long Key;
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public int Mask;
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public CachedResource(long Key, int Mask)
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{
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this.Key = Key;
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this.Mask = Mask;
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}
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public override int GetHashCode()
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{
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return (int)(Key * 23 + Mask);
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}
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public override bool Equals(object obj)
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{
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return obj is CachedResource Cached && Equals(Cached);
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}
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public bool Equals(CachedResource other)
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{
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return Key == other.Key && Mask == other.Mask;
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}
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}
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private ValueRangeSet<CachedResource> CachedRanges;
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public NvGpuVmmCache()
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{
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CachedRanges = new ValueRangeSet<CachedResource>();
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}
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public bool IsRegionModified(MemoryManager Memory, NvGpuBufferType BufferType, long Start, long Size)
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{
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(bool[] Modified, long ModifiedCount) = Memory.IsRegionModified(Start, Size);
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//Remove all modified ranges.
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int Index = 0;
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long Position = Start & ~NvGpuVmm.PageMask;
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while (ModifiedCount > 0)
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{
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if (Modified[Index++])
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{
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CachedRanges.Remove(new ValueRange<CachedResource>(Position, Position + NvGpuVmm.PageSize));
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ModifiedCount--;
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}
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Position += NvGpuVmm.PageSize;
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}
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//Mask has the bit set for the current resource type.
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//If the region is not yet present on the list, then a new ValueRange
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//is directly added with the current resource type as the only bit set.
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//Otherwise, it just sets the bit for this new resource type on the current mask.
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//The physical address of the resource is used as key, those keys are used to keep
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//track of resources that are already on the cache. A resource may be inside another
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//resource, and in this case we should return true if the "sub-resource" was not
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//yet cached.
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int Mask = 1 << (int)BufferType;
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CachedResource NewCachedValue = new CachedResource(Start, Mask);
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ValueRange<CachedResource> NewCached = new ValueRange<CachedResource>(Start, Start + Size);
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ValueRange<CachedResource>[] Ranges = CachedRanges.GetAllIntersections(NewCached);
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bool IsKeyCached = Ranges.Length > 0 && Ranges[0].Value.Key == Start;
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long LastEnd = NewCached.Start;
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long Coverage = 0;
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for (Index = 0; Index < Ranges.Length; Index++)
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{
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ValueRange<CachedResource> Current = Ranges[Index];
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CachedResource Cached = Current.Value;
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long RgStart = Math.Max(Current.Start, NewCached.Start);
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long RgEnd = Math.Min(Current.End, NewCached.End);
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if ((Cached.Mask & Mask) != 0)
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{
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Coverage += RgEnd - RgStart;
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}
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//Highest key value has priority, this prevents larger resources
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//for completely invalidating smaller ones on the cache. For example,
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//consider that a resource in the range [100, 200) was added, and then
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//another one in the range [50, 200). We prevent the new resource from
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//completely replacing the old one by spliting it like this:
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//New resource key is added at [50, 100), old key is still present at [100, 200).
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if (Cached.Key < Start)
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{
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Cached.Key = Start;
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}
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Cached.Mask |= Mask;
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CachedRanges.Add(new ValueRange<CachedResource>(RgStart, RgEnd, Cached));
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if (RgStart > LastEnd)
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{
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CachedRanges.Add(new ValueRange<CachedResource>(LastEnd, RgStart, NewCachedValue));
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}
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LastEnd = RgEnd;
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}
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if (LastEnd < NewCached.End)
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{
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CachedRanges.Add(new ValueRange<CachedResource>(LastEnd, NewCached.End, NewCachedValue));
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}
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return !IsKeyCached || Coverage != Size;
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}
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}
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} |