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author | gdkchan <gab.dark.100@gmail.com> | 2021-06-23 20:51:41 -0300 |
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committer | GitHub <noreply@github.com> | 2021-06-24 01:51:41 +0200 |
commit | a10b2c5ff26886e9ffc6f19e3f0fe9505a503b2f (patch) | |
tree | 006d013c300fb56c94c5563c2c1409a189f794b2 /Ryujinx.Graphics.Gpu/Memory/BufferCache.cs | |
parent | 12a7a2ead812d46deb9d978b6758731157be1cbc (diff) |
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels
* Rename TextureManager to TextureCache
* Decouple texture bindings management from the texture cache
* Rename BufferManager to BufferCache
* Decouple buffer bindings management from the buffer cache
* More comments and proper disposal
* PR feedback
* Force host state update on channel switch
* Typo
* PR feedback
* Missing using
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Memory/BufferCache.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Memory/BufferCache.cs | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs b/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs new file mode 100644 index 00000000..eb2d08ae --- /dev/null +++ b/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs @@ -0,0 +1,390 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.State; +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 GpuContext _context; + + 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> + public BufferCache(GpuContext context) + { + _context = context; + + _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 = _context.MemoryManager.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="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(ulong gpuVa, ulong size) + { + if (gpuVa == 0) + { + return 0; + } + + ulong address = _context.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="gpuVa">Start GPU virtual address of the buffer</param> + /// <param name="size">Size in bytes of the buffer</param> + public void ForceDirty(ulong gpuVa, ulong size) + { + BufferCacheEntry result; + + if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence) + { + ulong address = TranslateAndCreateBuffer(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, 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, 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="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(GpuVa srcVa, GpuVa dstVa, ulong size) + { + ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size); + ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), 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); + _context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.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="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(GpuVa gpuVa, ulong size, uint value) + { + ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), 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 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(); + } + } + } + } +}
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