mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-16 10:11:16 +01:00
8e1adb95cf
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount * Add missing barrier * Fix index buffer count * Add support check for each macro hle before use * Add missing xml doc Co-authored-by: gdkchan <gab.dark.100@gmail.com>
408 lines
16 KiB
C#
408 lines
16 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Memory.Range;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Memory
|
|
{
|
|
/// <summary>
|
|
/// Buffer cache.
|
|
/// </summary>
|
|
class BufferCache : IDisposable
|
|
{
|
|
private const int OverlapsBufferInitialCapacity = 10;
|
|
private const int OverlapsBufferMaxCapacity = 10000;
|
|
|
|
private const ulong BufferAlignmentSize = 0x1000;
|
|
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
|
|
|
|
private readonly GpuContext _context;
|
|
private readonly PhysicalMemory _physicalMemory;
|
|
|
|
private readonly RangeList<Buffer> _buffers;
|
|
|
|
private Buffer[] _bufferOverlaps;
|
|
|
|
private readonly Dictionary<ulong, BufferCacheEntry> _dirtyCache;
|
|
|
|
public event Action NotifyBuffersModified;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the buffer manager.
|
|
/// </summary>
|
|
/// <param name="context">The GPU context that the buffer manager belongs to</param>
|
|
/// <param name="physicalMemory">Physical memory where the cached buffers are mapped</param>
|
|
public BufferCache(GpuContext context, PhysicalMemory physicalMemory)
|
|
{
|
|
_context = context;
|
|
_physicalMemory = physicalMemory;
|
|
|
|
_buffers = new RangeList<Buffer>();
|
|
|
|
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
|
|
|
|
_dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles removal of buffers written to a memory region being unmapped.
|
|
/// </summary>
|
|
/// <param name="sender">Sender object</param>
|
|
/// <param name="e">Event arguments</param>
|
|
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
|
|
{
|
|
Buffer[] overlaps = new Buffer[10];
|
|
int overlapCount;
|
|
|
|
ulong address = ((MemoryManager)sender).Translate(e.Address);
|
|
ulong size = e.Size;
|
|
|
|
lock (_buffers)
|
|
{
|
|
overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
|
|
}
|
|
|
|
for (int i = 0; i < overlapCount; i++)
|
|
{
|
|
overlaps[i].Unmapped(address, size);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs address translation of the GPU virtual address, and creates a
|
|
/// new buffer, if needed, for the specified range.
|
|
/// </summary>
|
|
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
/// <returns>CPU virtual address of the buffer, after address translation</returns>
|
|
public ulong TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size)
|
|
{
|
|
if (gpuVa == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
ulong address = memoryManager.Translate(gpuVa);
|
|
|
|
if (address == MemoryManager.PteUnmapped)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
CreateBuffer(address, size);
|
|
|
|
return address;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new buffer for the specified range, if it does not yet exist.
|
|
/// This can be used to ensure the existance of a buffer.
|
|
/// </summary>
|
|
/// <param name="address">Address of the buffer in memory</param>
|
|
/// <param name="size">Size of the buffer in bytes</param>
|
|
public void CreateBuffer(ulong address, ulong size)
|
|
{
|
|
ulong endAddress = address + size;
|
|
|
|
ulong alignedAddress = address & ~BufferAlignmentMask;
|
|
|
|
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
|
|
|
|
// The buffer must have the size of at least one page.
|
|
if (alignedEndAddress == alignedAddress)
|
|
{
|
|
alignedEndAddress += BufferAlignmentSize;
|
|
}
|
|
|
|
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs address translation of the GPU virtual address, and attempts to force
|
|
/// the buffer in the region as dirty.
|
|
/// The buffer lookup for this function is cached in a dictionary for quick access, which
|
|
/// accelerates common UBO updates.
|
|
/// </summary>
|
|
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
public void ForceDirty(MemoryManager memoryManager, ulong gpuVa, ulong size)
|
|
{
|
|
if (!_dirtyCache.TryGetValue(gpuVa, out BufferCacheEntry result) ||
|
|
result.EndGpuAddress < gpuVa + size ||
|
|
result.UnmappedSequence != result.Buffer.UnmappedSequence)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
|
|
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
|
|
|
|
_dirtyCache[gpuVa] = result;
|
|
}
|
|
|
|
result.Buffer.ForceDirty(result.Address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new buffer for the specified range, if needed.
|
|
/// If a buffer where this range can be fully contained already exists,
|
|
/// then the creation of a new buffer is not necessary.
|
|
/// </summary>
|
|
/// <param name="address">Address of the buffer in guest memory</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
private void CreateBufferAligned(ulong address, ulong size)
|
|
{
|
|
int overlapsCount;
|
|
|
|
lock (_buffers)
|
|
{
|
|
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
|
|
}
|
|
|
|
if (overlapsCount != 0)
|
|
{
|
|
// The buffer already exists. We can just return the existing buffer
|
|
// if the buffer we need is fully contained inside the overlapping buffer.
|
|
// Otherwise, we must delete the overlapping buffers and create a bigger buffer
|
|
// that fits all the data we need. We also need to copy the contents from the
|
|
// old buffer(s) to the new buffer.
|
|
ulong endAddress = address + size;
|
|
|
|
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
|
|
{
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Buffer buffer = _bufferOverlaps[index];
|
|
|
|
address = Math.Min(address, buffer.Address);
|
|
endAddress = Math.Max(endAddress, buffer.EndAddress);
|
|
|
|
lock (_buffers)
|
|
{
|
|
_buffers.Remove(buffer);
|
|
}
|
|
}
|
|
|
|
Buffer newBuffer = new Buffer(_context, _physicalMemory, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
|
|
|
|
lock (_buffers)
|
|
{
|
|
_buffers.Add(newBuffer);
|
|
}
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Buffer buffer = _bufferOverlaps[index];
|
|
|
|
int dstOffset = (int)(buffer.Address - newBuffer.Address);
|
|
|
|
buffer.CopyTo(newBuffer, dstOffset);
|
|
newBuffer.InheritModifiedRanges(buffer);
|
|
|
|
buffer.DisposeData();
|
|
}
|
|
|
|
newBuffer.SynchronizeMemory(address, endAddress - address);
|
|
|
|
// Existing buffers were modified, we need to rebind everything.
|
|
NotifyBuffersModified?.Invoke();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No overlap, just create a new buffer.
|
|
Buffer buffer = new Buffer(_context, _physicalMemory, address, size);
|
|
|
|
lock (_buffers)
|
|
{
|
|
_buffers.Add(buffer);
|
|
}
|
|
}
|
|
|
|
ShrinkOverlapsBufferIfNeeded();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
|
|
/// </summary>
|
|
private void ShrinkOverlapsBufferIfNeeded()
|
|
{
|
|
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
|
|
{
|
|
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy a buffer data from a given address to another.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This does a GPU side copy.
|
|
/// </remarks>
|
|
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
|
|
/// <param name="srcVa">GPU virtual address of the copy source</param>
|
|
/// <param name="dstVa">GPU virtual address of the copy destination</param>
|
|
/// <param name="size">Size in bytes of the copy</param>
|
|
public void CopyBuffer(MemoryManager memoryManager, ulong srcVa, ulong dstVa, ulong size)
|
|
{
|
|
ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa, size);
|
|
ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa, size);
|
|
|
|
Buffer srcBuffer = GetBuffer(srcAddress, size);
|
|
Buffer dstBuffer = GetBuffer(dstAddress, size);
|
|
|
|
int srcOffset = (int)(srcAddress - srcBuffer.Address);
|
|
int dstOffset = (int)(dstAddress - dstBuffer.Address);
|
|
|
|
_context.Renderer.Pipeline.CopyBuffer(
|
|
srcBuffer.Handle,
|
|
dstBuffer.Handle,
|
|
srcOffset,
|
|
dstOffset,
|
|
(int)size);
|
|
|
|
if (srcBuffer.IsModified(srcAddress, size))
|
|
{
|
|
dstBuffer.SignalModified(dstAddress, size);
|
|
}
|
|
else
|
|
{
|
|
// Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
|
|
|
|
dstBuffer.ClearModified(dstAddress, size);
|
|
memoryManager.Physical.WriteUntracked(dstAddress, memoryManager.Physical.GetSpan(srcAddress, (int)size));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears a buffer at a given address with the specified value.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Both the address and size must be aligned to 4 bytes.
|
|
/// </remarks>
|
|
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
|
|
/// <param name="gpuVa">GPU virtual address of the region to clear</param>
|
|
/// <param name="size">Number of bytes to clear</param>
|
|
/// <param name="value">Value to be written into the buffer</param>
|
|
public void ClearBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size, uint value)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
|
|
|
|
Buffer buffer = GetBuffer(address, size);
|
|
|
|
int offset = (int)(address - buffer.Address);
|
|
|
|
_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
|
|
|
|
buffer.SignalModified(address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a buffer sub-range for a given GPU memory range.
|
|
/// </summary>
|
|
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
/// <returns>The buffer sub-range for the given range</returns>
|
|
public BufferRange GetGpuBufferRange(MemoryManager memoryManager, ulong gpuVa, ulong size)
|
|
{
|
|
return GetBufferRange(TranslateAndCreateBuffer(memoryManager, gpuVa, size), size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a buffer sub-range starting at a given memory address.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
/// <param name="write">Whether the buffer will be written to by this use</param>
|
|
/// <returns>The buffer sub-range starting at the given memory address</returns>
|
|
public BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
|
|
{
|
|
return GetBuffer(address, size, write).GetRange(address);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a buffer sub-range for a given memory range.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
/// <param name="write">Whether the buffer will be written to by this use</param>
|
|
/// <returns>The buffer sub-range for the given range</returns>
|
|
public BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
|
|
{
|
|
return GetBuffer(address, size, write).GetRange(address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a buffer for a given memory range.
|
|
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
/// <param name="write">Whether the buffer will be written to by this use</param>
|
|
/// <returns>The buffer where the range is fully contained</returns>
|
|
private Buffer GetBuffer(ulong address, ulong size, bool write = false)
|
|
{
|
|
Buffer buffer;
|
|
|
|
if (size != 0)
|
|
{
|
|
lock (_buffers)
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, size);
|
|
}
|
|
|
|
buffer.SynchronizeMemory(address, size);
|
|
|
|
if (write)
|
|
{
|
|
buffer.SignalModified(address, size);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
lock (_buffers)
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, 1);
|
|
}
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs guest to host memory synchronization of a given memory range.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
public void SynchronizeBufferRange(ulong address, ulong size)
|
|
{
|
|
if (size != 0)
|
|
{
|
|
Buffer buffer;
|
|
|
|
lock (_buffers)
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, size);
|
|
}
|
|
|
|
buffer.SynchronizeMemory(address, size);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all buffers in the cache.
|
|
/// It's an error to use the buffer manager after disposal.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
lock (_buffers)
|
|
{
|
|
foreach (Buffer buffer in _buffers)
|
|
{
|
|
buffer.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |