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Memory Changes (ryubing/ryujinx!46)
See merge request ryubing/ryujinx!46
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@@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Represents a GPU virtual memory range.
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/// </summary>
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private readonly struct VirtualRange : IRange
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private class VirtualRange : INonOverlappingRange
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{
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/// <summary>
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/// GPU virtual address where the range starts.
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@@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Size of the range in bytes.
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/// </summary>
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public ulong Size { get; }
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public ulong Size { get; private set; }
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/// <summary>
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/// GPU virtual address where the range ends.
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@@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Physical regions where the GPU virtual region is mapped.
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/// </summary>
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public MultiRange Range { get; }
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public MultiRange Range { get; private set; }
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/// <summary>
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/// Creates a new virtual memory range.
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@@ -60,10 +60,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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return Address < address + size && address < EndAddress;
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}
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public INonOverlappingRange Split(ulong splitAddress)
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{
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throw new NotImplementedException();
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}
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}
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private readonly RangeList<VirtualRange> _virtualRanges;
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private VirtualRange[] _virtualRangeOverlaps;
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private readonly NonOverlappingRangeList<VirtualRange> _virtualRanges;
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private readonly ConcurrentQueue<VirtualRange> _deferredUnmaps;
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private int _hasDeferredUnmaps;
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@@ -75,7 +79,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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_memoryManager = memoryManager;
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_virtualRanges = [];
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_virtualRangeOverlaps = new VirtualRange[BufferCache.OverlapsBufferInitialCapacity];
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_deferredUnmaps = new ConcurrentQueue<VirtualRange>();
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}
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@@ -106,19 +109,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <returns>True if the range already existed, false if a new one was created and added</returns>
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public bool TryGetOrAddRange(ulong gpuVa, ulong size, out MultiRange range)
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{
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VirtualRange[] overlaps = _virtualRangeOverlaps;
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int overlapsCount;
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if (Interlocked.Exchange(ref _hasDeferredUnmaps, 0) != 0)
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{
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while (_deferredUnmaps.TryDequeue(out VirtualRange unmappedRange))
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{
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overlapsCount = _virtualRanges.FindOverlapsNonOverlapping(unmappedRange.Address, unmappedRange.Size, ref overlaps);
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for (int index = 0; index < overlapsCount; index++)
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{
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_virtualRanges.Remove(overlaps[index]);
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}
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_virtualRanges.RemoveRange(unmappedRange.Address, unmappedRange.Size);
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}
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}
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@@ -126,27 +121,22 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ulong originalVa = gpuVa;
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overlapsCount = _virtualRanges.FindOverlapsNonOverlapping(gpuVa, size, ref overlaps);
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if (overlapsCount != 0)
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_virtualRanges.Lock.EnterWriteLock();
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(RangeItem<VirtualRange> first, RangeItem<VirtualRange> last) = _virtualRanges.FindOverlaps(gpuVa, size);
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if (first is not null)
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{
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// The virtual range already exists. We just need to check if our range fits inside
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// the existing one, and if not, we must extend the existing one.
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ulong endAddress = gpuVa + size;
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VirtualRange overlap0 = overlaps[0];
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if (overlap0.Address > gpuVa || overlap0.EndAddress < endAddress)
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if (first.Address > gpuVa || first.EndAddress < endAddress)
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{
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for (int index = 0; index < overlapsCount; index++)
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{
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VirtualRange virtualRange = overlaps[index];
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gpuVa = Math.Min(gpuVa, virtualRange.Address);
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endAddress = Math.Max(endAddress, virtualRange.EndAddress);
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_virtualRanges.Remove(virtualRange);
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}
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gpuVa = Math.Min(gpuVa, first.Address);
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endAddress = Math.Max(endAddress, last.EndAddress);
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_virtualRanges.RemoveRange(first, last);
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ulong newSize = endAddress - gpuVa;
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MultiRange newRange = _memoryManager.GetPhysicalRegions(gpuVa, newSize);
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@@ -157,8 +147,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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else
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{
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found = overlap0.Range.Count == 1 || IsSparseAligned(overlap0.Range);
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range = overlap0.Range.Slice(gpuVa - overlap0.Address, size);
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found = first.Value.Range.Count == 1 || IsSparseAligned(first.Value.Range);
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range = first.Value.Range.Slice(gpuVa - first.Address, size);
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}
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}
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else
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@@ -170,8 +160,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_virtualRanges.Add(virtualRange);
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}
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ShrinkOverlapsBufferIfNeeded();
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_virtualRanges.Lock.ExitWriteLock();
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// If the range is not properly aligned for sparse mapping,
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// let's just force it to a single range.
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@@ -221,16 +210,5 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return true;
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}
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/// <summary>
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/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
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/// </summary>
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private void ShrinkOverlapsBufferIfNeeded()
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{
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if (_virtualRangeOverlaps.Length > BufferCache.OverlapsBufferMaxCapacity)
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{
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Array.Resize(ref _virtualRangeOverlaps, BufferCache.OverlapsBufferMaxCapacity);
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}
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}
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}
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}
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