aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
diff options
context:
space:
mode:
authorgdkchan <gab.dark.100@gmail.com>2020-07-12 00:07:01 -0300
committerGitHub <noreply@github.com>2020-07-12 05:07:01 +0200
commit4d02a2d2c0451b4de1f6de3bbce54c457cacebe2 (patch)
tree120fe4fb8cfa1ac1c6ef4c97d92be47e955e8c0f /Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
parent38b26cf4242999fa7d8c550993ac0940cd03d55f (diff)
New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs60
1 files changed, 59 insertions, 1 deletions
diff --git a/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs b/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
index a9a8fbac..2d988f8d 100644
--- a/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
@@ -1,4 +1,7 @@
+using Ryujinx.Cpu;
using System;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Memory
{
@@ -33,15 +36,70 @@ namespace Ryujinx.Graphics.Gpu.Memory
public event EventHandler<UnmapEventArgs> MemoryUnmapped;
+ private GpuContext _context;
+
/// <summary>
/// Creates a new instance of the GPU memory manager.
/// </summary>
- public MemoryManager()
+ public MemoryManager(GpuContext context)
{
+ _context = context;
_pageTable = new ulong[PtLvl0Size][];
}
/// <summary>
+ /// Reads data from GPU mapped memory.
+ /// </summary>
+ /// <typeparam name="T">Type of the data</typeparam>
+ /// <param name="gpuVa">GPU virtual address where the data is located</param>
+ /// <returns>The data at the specified memory location</returns>
+ public T Read<T>(ulong gpuVa) where T : unmanaged
+ {
+ ulong processVa = Translate(gpuVa);
+
+ return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.GetSpan(processVa, Unsafe.SizeOf<T>()))[0];
+ }
+
+ /// <summary>
+ /// Gets a read-only span of data from GPU mapped memory.
+ /// This reads as much data as possible, up to the specified maximum size.
+ /// </summary>
+ /// <param name="gpuVa">GPU virtual address where the data is located</param>
+ /// <param name="size">Size of the data</param>
+ /// <returns>The span of the data at the specified memory location</returns>
+ public ReadOnlySpan<byte> GetSpan(ulong gpuVa, int size)
+ {
+ ulong processVa = Translate(gpuVa);
+
+ return _context.PhysicalMemory.GetSpan(processVa, size);
+ }
+
+ /// <summary>
+ /// Gets a writable region from GPU mapped memory.
+ /// </summary>
+ /// <param name="address">Start address of the range</param>
+ /// <param name="size">Size in bytes to be range</param>
+ /// <returns>A writable region with the data at the specified memory location</returns>
+ public WritableRegion GetWritableRegion(ulong gpuVa, int size)
+ {
+ ulong processVa = Translate(gpuVa);
+
+ return _context.PhysicalMemory.GetWritableRegion(processVa, size);
+ }
+
+ /// <summary>
+ /// Writes data to GPU mapped memory.
+ /// </summary>
+ /// <param name="gpuVa">GPU virtual address to write the data into</param>
+ /// <param name="data">The data to be written</param>
+ public void Write(ulong gpuVa, ReadOnlySpan<byte> data)
+ {
+ ulong processVa = Translate(gpuVa);
+
+ _context.PhysicalMemory.Write(processVa, data);
+ }
+
+ /// <summary>
/// Maps a given range of pages to the specified CPU virtual address.
/// </summary>
/// <remarks>