mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
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215 lines
8.0 KiB
C#
215 lines
8.0 KiB
C#
using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Virtual range cache.
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/// </summary>
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class VirtualRangeCache
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{
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private readonly MemoryManager _memoryManager;
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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 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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/// </summary>
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public ulong Address { get; }
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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; private set; }
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/// <summary>
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/// GPU virtual address where the range ends.
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/// </summary>
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public ulong EndAddress => Address + Size;
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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; private set; }
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/// <summary>
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/// Creates a new virtual memory range.
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/// </summary>
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/// <param name="address">GPU virtual address where the range starts</param>
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/// <param name="size">Size of the range in bytes</param>
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/// <param name="range">Physical regions where the GPU virtual region is mapped</param>
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public VirtualRange(ulong address, ulong size, MultiRange range)
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{
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Address = address;
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Size = size;
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Range = range;
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}
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/// <summary>
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/// Checks if a given range overlaps with the buffer.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>True if the range overlaps, 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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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 NonOverlappingRangeList<VirtualRange> _virtualRanges;
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private readonly ConcurrentQueue<VirtualRange> _deferredUnmaps;
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private int _hasDeferredUnmaps;
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/// <summary>
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/// Creates a new instance of the virtual range cache.
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/// </summary>
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/// <param name="memoryManager">Memory manager that the virtual range cache belongs to</param>
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public VirtualRangeCache(MemoryManager memoryManager)
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{
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_memoryManager = memoryManager;
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_virtualRanges = [];
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_deferredUnmaps = new ConcurrentQueue<VirtualRange>();
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}
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/// <summary>
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/// Handles removal of buffers written to a memory region being unmapped.
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/// </summary>
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/// <param name="sender">Sender object</param>
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/// <param name="e">Event arguments</param>
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public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
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{
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void EnqueueUnmap()
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{
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_deferredUnmaps.Enqueue(new VirtualRange(e.Address, e.Size, default));
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Interlocked.Exchange(ref _hasDeferredUnmaps, 1);
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}
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e.AddRemapAction(EnqueueUnmap);
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}
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/// <summary>
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/// Tries to get a existing, cached physical range for the specified virtual region.
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/// If no cached range is found, a new one is created and added.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to get the physical range from</param>
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/// <param name="size">Size in bytes of the region</param>
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/// <param name="range">Physical range for the specified GPU virtual region</param>
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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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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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_virtualRanges.RemoveRange(unmappedRange.Address, unmappedRange.Size);
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}
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}
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bool found = false;
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ulong originalVa = gpuVa;
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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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if (first.Address > gpuVa || first.EndAddress < endAddress)
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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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_virtualRanges.Add(new(gpuVa, newSize, newRange));
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range = newRange.Slice(originalVa - gpuVa, size);
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}
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else
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{
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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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{
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// No overlap, just create a new virtual range.
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range = _memoryManager.GetPhysicalRegions(gpuVa, size);
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VirtualRange virtualRange = new(gpuVa, size, range);
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_virtualRanges.Add(virtualRange);
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}
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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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// This might cause issues in some applications that uses sparse
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// mappings.
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if (!IsSparseAligned(range))
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{
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range = new MultiRange(range.GetSubRange(0).Address, size);
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}
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return found;
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}
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/// <summary>
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/// Checks if the physical memory ranges are valid for sparse mapping,
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/// which requires all sub-ranges to be 64KB aligned.
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/// </summary>
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/// <param name="range">Range to check</param>
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/// <returns>True if the range is valid for sparse mapping, false otherwise</returns>
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private static bool IsSparseAligned(MultiRange range)
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{
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if (range.Count == 1)
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{
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return (range.GetSubRange(0).Address & (BufferCache.SparseBufferAlignmentSize - 1)) == 0;
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}
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for (int i = 0; i < range.Count; i++)
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{
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MemoryRange subRange = range.GetSubRange(i);
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// Check if address is aligned. The address of the first sub-range can
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// be misaligned as it is at the start.
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if (i > 0 &&
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subRange.Address != MemoryManager.PteUnmapped &&
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(subRange.Address & (BufferCache.SparseBufferAlignmentSize - 1)) != 0)
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{
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return false;
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}
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// Check if the size is aligned. The size of the last sub-range can
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// be misaligned as it is at the end.
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if (i < range.Count - 1 && (subRange.Size & (BufferCache.SparseBufferAlignmentSize - 1)) != 0)
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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