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authorriperiperi <rhy3756547@hotmail.com>2021-09-29 01:27:03 +0100
committerGitHub <noreply@github.com>2021-09-29 02:27:03 +0200
commitd92fff541bf6fddadabf6ab628ddf8fec41cd52e (patch)
treeda60acfa16612bb2a33de2bd5b0a0534dd84aa09 /Ryujinx.Memory/Tracking/MemoryTracking.cs
parentb6e093b0fce3dc4fe607a84f57e6406b5ab8e387 (diff)
Replace CacheResourceWrite with more general "precise" write (#2684)
* Replace CacheResourceWrite with more general "precise" write The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance. This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced. The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization. I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested. This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle) I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing) * Add tests. * Add XML docs for GpuRegionHandle * Skip UpdateProtection if only precise actions were called This allows precise actions to skip reprotection costs.
Diffstat (limited to 'Ryujinx.Memory/Tracking/MemoryTracking.cs')
-rw-r--r--Ryujinx.Memory/Tracking/MemoryTracking.cs17
1 files changed, 14 insertions, 3 deletions
diff --git a/Ryujinx.Memory/Tracking/MemoryTracking.cs b/Ryujinx.Memory/Tracking/MemoryTracking.cs
index ed3d7e38..aa7f9a6c 100644
--- a/Ryujinx.Memory/Tracking/MemoryTracking.cs
+++ b/Ryujinx.Memory/Tracking/MemoryTracking.cs
@@ -190,12 +190,15 @@ namespace Ryujinx.Memory.Tracking
/// <summary>
/// Signal that a virtual memory event happened at the given location.
+ /// This can be flagged as a precise event, which will avoid reprotection and call special handlers if possible.
+ /// A precise event has an exact address and size, rather than triggering on page granularity.
/// </summary>
/// <param name="address">Virtual address accessed</param>
/// <param name="size">Size of the region affected in bytes</param>
/// <param name="write">Whether the region was written to or read</param>
+ /// <param name="precise">True if the access is precise, false otherwise</param>
/// <returns>True if the event triggered any tracking regions, false otherwise</returns>
- public bool VirtualMemoryEvent(ulong address, ulong size, bool write)
+ public bool VirtualMemoryEvent(ulong address, ulong size, bool write, bool precise = false)
{
// Look up the virtual region using the region list.
// Signal up the chain to relevant handles.
@@ -206,7 +209,7 @@ namespace Ryujinx.Memory.Tracking
int count = _virtualRegions.FindOverlapsNonOverlapping(address, size, ref overlaps);
- if (count == 0)
+ if (count == 0 && !precise)
{
if (!_memoryManager.IsMapped(address))
{
@@ -224,7 +227,15 @@ namespace Ryujinx.Memory.Tracking
for (int i = 0; i < count; i++)
{
VirtualRegion region = overlaps[i];
- region.Signal(address, size, write);
+
+ if (precise)
+ {
+ region.SignalPrecise(address, size, write);
+ }
+ else
+ {
+ region.Signal(address, size, write);
+ }
}
}