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-rw-r--r--src/Ryujinx.Graphics.Gpu/Memory/VirtualBufferCache.cs238
1 files changed, 238 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Memory/VirtualBufferCache.cs b/src/Ryujinx.Graphics.Gpu/Memory/VirtualBufferCache.cs
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+++ b/src/Ryujinx.Graphics.Gpu/Memory/VirtualBufferCache.cs
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+using Ryujinx.Memory.Range;
+using System;
+using System.Collections.Concurrent;
+using System.Threading;
+
+namespace Ryujinx.Graphics.Gpu.Memory
+{
+ /// <summary>
+ /// Virtual buffer cache.
+ /// </summary>
+ class VirtualBufferCache
+ {
+ private readonly MemoryManager _memoryManager;
+
+ /// <summary>
+ /// Represents a GPU virtual memory range.
+ /// </summary>
+ private readonly struct VirtualRange : IRange
+ {
+ /// <summary>
+ /// GPU virtual address where the range starts.
+ /// </summary>
+ public ulong Address { get; }
+
+ /// <summary>
+ /// Size of the range in bytes.
+ /// </summary>
+ public ulong Size { get; }
+
+ /// <summary>
+ /// GPU virtual address where the range ends.
+ /// </summary>
+ public ulong EndAddress => Address + Size;
+
+ /// <summary>
+ /// Physical regions where the GPU virtual region is mapped.
+ /// </summary>
+ public MultiRange Range { get; }
+
+ /// <summary>
+ /// Creates a new virtual memory range.
+ /// </summary>
+ /// <param name="address">GPU virtual address where the range starts</param>
+ /// <param name="size">Size of the range in bytes</param>
+ /// <param name="range">Physical regions where the GPU virtual region is mapped</param>
+ public VirtualRange(ulong address, ulong size, MultiRange range)
+ {
+ Address = address;
+ Size = size;
+ Range = range;
+ }
+
+ /// <summary>
+ /// Checks if a given range overlaps with the buffer.
+ /// </summary>
+ /// <param name="address">Start address of the range</param>
+ /// <param name="size">Size in bytes of the range</param>
+ /// <returns>True if the range overlaps, false otherwise</returns>
+ public bool OverlapsWith(ulong address, ulong size)
+ {
+ return Address < address + size && address < EndAddress;
+ }
+ }
+
+ private readonly RangeList<VirtualRange> _virtualRanges;
+ private VirtualRange[] _virtualRangeOverlaps;
+ private readonly ConcurrentQueue<VirtualRange> _deferredUnmaps;
+ private int _hasDeferredUnmaps;
+
+ /// <summary>
+ /// Creates a new instance of the virtual buffer cache.
+ /// </summary>
+ /// <param name="memoryManager">Memory manager that the virtual buffer cache belongs to</param>
+ public VirtualBufferCache(MemoryManager memoryManager)
+ {
+ _memoryManager = memoryManager;
+ _virtualRanges = new RangeList<VirtualRange>();
+ _virtualRangeOverlaps = new VirtualRange[BufferCache.OverlapsBufferInitialCapacity];
+ _deferredUnmaps = new ConcurrentQueue<VirtualRange>();
+ }
+
+ /// <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)
+ {
+ void EnqueueUnmap()
+ {
+ _deferredUnmaps.Enqueue(new VirtualRange(e.Address, e.Size, default));
+
+ Interlocked.Exchange(ref _hasDeferredUnmaps, 1);
+ }
+
+ e.AddRemapAction(EnqueueUnmap);
+ }
+
+ /// <summary>
+ /// Tries to get a existing, cached physical range for the specified virtual region.
+ /// If no cached range is found, a new one is created and added.
+ /// </summary>
+ /// <param name="gpuVa">GPU virtual address to get the physical range from</param>
+ /// <param name="size">Size in bytes of the region</param>
+ /// <param name="supportsSparse">Indicates host support for sparse buffer mapping of non-contiguous ranges</param>
+ /// <param name="range">Physical range for the specified GPU virtual region</param>
+ /// <returns>True if the range already existed, false if a new one was created and added</returns>
+ public bool TryGetOrAddRange(ulong gpuVa, ulong size, bool supportsSparse, out MultiRange range)
+ {
+ VirtualRange[] overlaps = _virtualRangeOverlaps;
+ int overlapsCount;
+
+ if (Interlocked.Exchange(ref _hasDeferredUnmaps, 0) != 0)
+ {
+ while (_deferredUnmaps.TryDequeue(out VirtualRange unmappedRange))
+ {
+ overlapsCount = _virtualRanges.FindOverlapsNonOverlapping(unmappedRange.Address, unmappedRange.Size, ref overlaps);
+
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ _virtualRanges.Remove(overlaps[index]);
+ }
+ }
+ }
+
+ bool found = false;
+
+ ulong originalVa = gpuVa;
+
+ overlapsCount = _virtualRanges.FindOverlapsNonOverlapping(gpuVa, size, ref overlaps);
+
+ if (overlapsCount != 0)
+ {
+ // The virtual range already exists. We just need to check if our range fits inside
+ // the existing one, and if not, we must extend the existing one.
+
+ ulong endAddress = gpuVa + size;
+ VirtualRange overlap0 = overlaps[0];
+
+ if (overlap0.Address > gpuVa || overlap0.EndAddress < endAddress)
+ {
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ VirtualRange virtualRange = overlaps[index];
+
+ gpuVa = Math.Min(gpuVa, virtualRange.Address);
+ endAddress = Math.Max(endAddress, virtualRange.EndAddress);
+
+ _virtualRanges.Remove(virtualRange);
+ }
+
+ ulong newSize = endAddress - gpuVa;
+ MultiRange newRange = _memoryManager.GetPhysicalRegions(gpuVa, newSize);
+
+ _virtualRanges.Add(new(gpuVa, newSize, newRange));
+
+ range = newRange.Slice(originalVa - gpuVa, size);
+ }
+ else
+ {
+ found = true;
+ range = overlap0.Range.Slice(gpuVa - overlap0.Address, size);
+ }
+ }
+ else
+ {
+ // No overlap, just create a new virtual range.
+ range = _memoryManager.GetPhysicalRegions(gpuVa, size);
+
+ VirtualRange virtualRange = new(gpuVa, size, range);
+
+ _virtualRanges.Add(virtualRange);
+ }
+
+ ShrinkOverlapsBufferIfNeeded();
+
+ // If the the range is not properly aligned for sparse mapping,
+ // or if the host does not support sparse mapping, let's just
+ // force it to a single range.
+ // This might cause issues in some applications that uses sparse
+ // mappings.
+ if (!IsSparseAligned(range) || !supportsSparse)
+ {
+ range = new MultiRange(range.GetSubRange(0).Address, size);
+ }
+
+ return found;
+ }
+
+ /// <summary>
+ /// Checks if the physical memory ranges are valid for sparse mapping,
+ /// which requires all sub-ranges to be 64KB aligned.
+ /// </summary>
+ /// <param name="range">Range to check</param>
+ /// <returns>True if the range is valid for sparse mapping, false otherwise</returns>
+ private static bool IsSparseAligned(MultiRange range)
+ {
+ if (range.Count == 1)
+ {
+ return (range.GetSubRange(0).Address & (BufferCache.SparseBufferAlignmentSize - 1)) == 0;
+ }
+
+ for (int i = 0; i < range.Count; i++)
+ {
+ MemoryRange subRange = range.GetSubRange(i);
+
+ // Check if address is aligned. The address of the first sub-range can
+ // be misaligned as it is at the start.
+ if (i > 0 &&
+ subRange.Address != MemoryManager.PteUnmapped &&
+ (subRange.Address & (BufferCache.SparseBufferAlignmentSize - 1)) != 0)
+ {
+ return false;
+ }
+
+ // Check if the size is aligned. The size of the last sub-range can
+ // be misaligned as it is at the end.
+ if (i < range.Count - 1 && (subRange.Size & (BufferCache.SparseBufferAlignmentSize - 1)) != 0)
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
+ /// </summary>
+ private void ShrinkOverlapsBufferIfNeeded()
+ {
+ if (_virtualRangeOverlaps.Length > BufferCache.OverlapsBufferMaxCapacity)
+ {
+ Array.Resize(ref _virtualRangeOverlaps, BufferCache.OverlapsBufferMaxCapacity);
+ }
+ }
+ }
+}