using Ryujinx.Graphics.Gpu.Synchronization; using Ryujinx.Memory.Tracking; using System; using System.Collections.Generic; using System.Threading; namespace Ryujinx.Graphics.Gpu.Image { /// /// A tracking handle for a texture group, which represents a range of views in a storage texture. /// Retains a list of overlapping texture views, a modified flag, and tracking for each /// CPU VA range that the views cover. /// Also tracks copy dependencies for the handle - references to other handles that must be kept /// in sync with this one before use. /// class TextureGroupHandle : ISyncActionHandler, IDisposable { private const int FlushBalanceIncrement = 6; private const int FlushBalanceWriteCost = 1; private const int FlushBalanceThreshold = 7; private const int FlushBalanceMax = 60; private const int FlushBalanceMin = -10; private readonly TextureGroup _group; private int _bindCount; private readonly int _firstLevel; private readonly int _firstLayer; // Sync state for texture flush. /// /// The sync number last registered. /// private ulong _registeredSync; private ulong _registeredBufferSync = ulong.MaxValue; private ulong _registeredBufferGuestSync = ulong.MaxValue; /// /// The sync number when the texture was last modified by GPU. /// private ulong _modifiedSync; /// /// Whether a tracking action is currently registered or not. (0/1) /// private int _actionRegistered; /// /// Whether a sync action is currently registered or not. /// private bool _syncActionRegistered; /// /// Determines the balance of synced writes to flushes. /// Used to determine if the texture should always write data to a persistent buffer for flush. /// private int _flushBalance; /// /// The byte offset from the start of the storage of this handle. /// public int Offset { get; } /// /// The size in bytes covered by this handle. /// public int Size { get; } /// /// The base slice index for this handle. /// public int BaseSlice { get; } /// /// The number of slices covered by this handle. /// public int SliceCount { get; } /// /// The textures which this handle overlaps with. /// public List Overlaps { get; } /// /// The CPU memory tracking handles that cover this handle. /// public RegionHandle[] Handles { get; } /// /// True if a texture overlapping this handle has been modified. Is set false when the flush action is called. /// public bool Modified { get; set; } /// /// Dependencies to handles from other texture groups. /// public List Dependencies { get; } /// /// A flag indicating that a copy is required from one of the dependencies. /// public bool NeedsCopy => DeferredCopy != null; /// /// A data copy that must be acknowledged the next time this handle is used. /// public TextureGroupHandle DeferredCopy { get; set; } /// /// Create a new texture group handle, representing a range of views in a storage texture. /// /// The TextureGroup that the handle belongs to /// The byte offset from the start of the storage of the handle /// The size in bytes covered by the handle /// All views of the storage texture, used to calculate overlaps /// The first layer of this handle in the storage texture /// The first level of this handle in the storage texture /// The base slice index of this handle /// The number of slices this handle covers /// The memory tracking handles that cover this handle public TextureGroupHandle(TextureGroup group, int offset, ulong size, List views, int firstLayer, int firstLevel, int baseSlice, int sliceCount, RegionHandle[] handles) { _group = group; _firstLayer = firstLayer; _firstLevel = firstLevel; Offset = offset; Size = (int)size; Overlaps = new List(); Dependencies = new List(); BaseSlice = baseSlice; SliceCount = sliceCount; if (views != null) { RecalculateOverlaps(group, views); } Handles = handles; if (group.Storage.Info.IsLinear) { // Linear textures are presumed to be used for readback initially. _flushBalance = FlushBalanceThreshold + FlushBalanceIncrement; } foreach (RegionHandle handle in handles) { handle.RegisterDirtyEvent(DirtyAction); } } /// /// The action to perform when a memory tracking handle is flipped to dirty. /// This notifies overlapping textures that the memory needs to be synchronized. /// private void DirtyAction() { // Notify all textures that belong to this handle. _group.Storage.SignalGroupDirty(); lock (Overlaps) { foreach (Texture overlap in Overlaps) { overlap.SignalGroupDirty(); } } DeferredCopy = null; } /// /// Discards all data for this handle. /// This clears all dirty flags and pending copies from other handles. /// public void DiscardData() { DeferredCopy = null; foreach (RegionHandle handle in Handles) { if (handle.Dirty) { handle.Reprotect(); } } } /// /// Calculate a list of which views overlap this handle. /// /// The parent texture group, used to find a view's base CPU VA offset /// The list of views to search for overlaps public void RecalculateOverlaps(TextureGroup group, List views) { // Overlaps can be accessed from the memory tracking signal handler, so access must be atomic. lock (Overlaps) { int endOffset = Offset + Size; Overlaps.Clear(); foreach (Texture view in views) { int viewOffset = group.FindOffset(view); if (viewOffset < endOffset && Offset < viewOffset + (int)view.Size) { Overlaps.Add(view); } } } } /// /// Determine if the next sync will copy into the flush buffer. /// /// True if it will copy, false otherwise private bool NextSyncCopies() { return _flushBalance - FlushBalanceWriteCost > FlushBalanceThreshold; } /// /// Alters the flush balance by the given value. Should increase significantly with each sync, decrease with each write. /// A flush balance higher than the threshold will cause a texture to repeatedly copy to a flush buffer on each use. /// /// Value to add to the existing flush balance /// True if the new balance is over the threshold, false otherwise private bool ModifyFlushBalance(int modifier) { int result; int existingBalance; do { existingBalance = _flushBalance; result = Math.Max(FlushBalanceMin, Math.Min(FlushBalanceMax, existingBalance + modifier)); } while (Interlocked.CompareExchange(ref _flushBalance, result, existingBalance) != existingBalance); return result > FlushBalanceThreshold; } /// /// Adds a single texture view as an overlap if its range overlaps. /// /// The offset of the view in the group /// The texture to add as an overlap public void AddOverlap(int offset, Texture view) { // Overlaps can be accessed from the memory tracking signal handler, so access must be atomic. if (OverlapsWith(offset, (int)view.Size)) { lock (Overlaps) { Overlaps.Add(view); } } } /// /// Removes a single texture view as an overlap if its range overlaps. /// /// The offset of the view in the group /// The texture to add as an overlap public void RemoveOverlap(int offset, Texture view) { // Overlaps can be accessed from the memory tracking signal handler, so access must be atomic. if (OverlapsWith(offset, (int)view.Size)) { lock (Overlaps) { Overlaps.Remove(view); } } } /// /// Registers a sync action to happen for this handle, and an interim flush action on the tracking handle. /// /// The GPU context to register a sync action on private void RegisterSync(GpuContext context) { if (!_syncActionRegistered) { _modifiedSync = context.SyncNumber; context.RegisterSyncAction(this, true); _syncActionRegistered = true; } if (Interlocked.Exchange(ref _actionRegistered, 1) == 0) { _group.RegisterAction(this); } } /// /// Signal that this handle has been modified to any existing dependencies, and set the modified flag. /// /// The GPU context to register a sync action on public void SignalModified(GpuContext context) { Modified = true; // If this handle has any copy dependencies, notify the other handle that a copy needs to be performed. foreach (TextureDependency dependency in Dependencies) { dependency.SignalModified(); } RegisterSync(context); } /// /// Signal that this handle has either started or ended being modified. /// /// True if this handle is being bound, false if unbound /// The GPU context to register a sync action on public void SignalModifying(bool bound, GpuContext context) { SignalModified(context); if (!bound && _syncActionRegistered && NextSyncCopies()) { // On unbind, textures that flush often should immediately create sync so their result can be obtained as soon as possible. context.CreateHostSyncIfNeeded(HostSyncFlags.Force); } // Note: Bind count currently resets to 0 on inherit for safety, as the handle <-> view relationship can change. _bindCount = Math.Max(0, _bindCount + (bound ? 1 : -1)); } /// /// Synchronize dependent textures, if any of them have deferred a copy from this texture. /// public void SynchronizeDependents() { foreach (TextureDependency dependency in Dependencies) { TextureGroupHandle otherHandle = dependency.Other.Handle; if (otherHandle.DeferredCopy == this) { otherHandle._group.Storage.SynchronizeMemory(); } } } /// /// Wait for the latest sync number that the texture handle was written to, /// removing the modified flag if it was reached, or leaving it set if it has not yet been created. /// /// The GPU context used to wait for sync /// True if the texture data can be read from the flush buffer public bool Sync(GpuContext context) { // Currently assumes the calling thread is a guest thread. bool inBuffer = _registeredBufferGuestSync != ulong.MaxValue; ulong sync = inBuffer ? _registeredBufferGuestSync : _registeredSync; long diff = (long)(context.SyncNumber - sync); ModifyFlushBalance(FlushBalanceIncrement); if (diff > 0) { context.Renderer.WaitSync(sync); if ((long)(_modifiedSync - sync) > 0) { // Flush the data in a previous state. Do not remove the modified flag - it will be removed to ignore following writes. return inBuffer; } Modified = false; return inBuffer; } // If the difference is <= 0, no data is not ready yet. Flush any data we can without waiting or removing modified flag. return false; } /// /// Clears the action registered variable, indicating that the tracking action should be /// re-registered on the next modification. /// public void ClearActionRegistered() { Interlocked.Exchange(ref _actionRegistered, 0); } /// /// Action to perform before a sync number is registered after modification. /// This action will copy the texture data to the flush buffer if this texture /// flushes often enough, which is determined by the flush balance. /// /// public void SyncPreAction(bool syncpoint) { if (syncpoint || NextSyncCopies()) { if (ModifyFlushBalance(0) && _registeredBufferSync != _modifiedSync) { _group.FlushIntoBuffer(this); _registeredBufferSync = _modifiedSync; } } } /// /// Action to perform when a sync number is registered after modification. /// This action will register a read tracking action on the memory tracking handle so that a flush from CPU can happen. /// /// public bool SyncAction(bool syncpoint) { // The storage will need to signal modified again to update the sync number in future. _group.Storage.SignalModifiedDirty(); bool lastInBuffer = _registeredBufferSync == _modifiedSync; if (!lastInBuffer) { _registeredBufferSync = ulong.MaxValue; } lock (Overlaps) { foreach (Texture texture in Overlaps) { texture.SignalModifiedDirty(); } } // Register region tracking for CPU? (again) _registeredSync = _modifiedSync; _syncActionRegistered = false; if (Interlocked.Exchange(ref _actionRegistered, 1) == 0) { _group.RegisterAction(this); } if (syncpoint) { _registeredBufferGuestSync = _registeredBufferSync; } // If the last modification is in the buffer, keep this sync action alive until it sees a syncpoint. return syncpoint || !lastInBuffer; } /// /// Signal that a copy dependent texture has been modified, and must have its data copied to this one. /// /// The texture handle that must defer a copy to this one public void DeferCopy(TextureGroupHandle copyFrom) { Modified = false; DeferredCopy = copyFrom; _group.Storage.SignalGroupDirty(); foreach (Texture overlap in Overlaps) { overlap.SignalGroupDirty(); } } /// /// Create a copy dependency between this handle, and another. /// /// The handle to create a copy dependency to /// True if a copy should be deferred to all of the other handle's dependencies public void CreateCopyDependency(TextureGroupHandle other, bool copyToOther = false) { // Does this dependency already exist? foreach (TextureDependency existing in Dependencies) { if (existing.Other.Handle == other) { // Do not need to create it again. May need to set the dirty flag. return; } } _group.HasCopyDependencies = true; other._group.HasCopyDependencies = true; TextureDependency dependency = new(this); TextureDependency otherDependency = new(other); dependency.Other = otherDependency; otherDependency.Other = dependency; Dependencies.Add(dependency); other.Dependencies.Add(otherDependency); // Recursively create dependency: // All of this handle's dependencies must depend on the other. foreach (TextureDependency existing in Dependencies.ToArray()) { if (existing != dependency && existing.Other.Handle != other) { existing.Other.Handle.CreateCopyDependency(other); } } // All of the other handle's dependencies must depend on this. foreach (TextureDependency existing in other.Dependencies.ToArray()) { if (existing != otherDependency && existing.Other.Handle != this) { existing.Other.Handle.CreateCopyDependency(this); if (copyToOther && Modified) { existing.Other.Handle.DeferCopy(this); } } } } /// /// Remove a dependency from this handle's dependency list. /// /// The dependency to remove public void RemoveDependency(TextureDependency dependency) { Dependencies.Remove(dependency); } /// /// Check if any of this handle's memory tracking handles are dirty. /// /// True if at least one of the handles is dirty private bool CheckDirty() { return Array.Exists(Handles, handle => handle.Dirty); } /// /// Perform a copy from the provided handle to this one, or perform a deferred copy if none is provided. /// /// GPU context to register sync for modified handles /// The handle to copy from. If not provided, this method will copy from and clear the deferred copy instead /// True if the copy was performed, false otherwise public bool Copy(GpuContext context, TextureGroupHandle fromHandle = null) { bool result = false; bool shouldCopy = false; if (fromHandle == null) { fromHandle = DeferredCopy; if (fromHandle != null) { // Only copy if the copy texture is still modified. // DeferredCopy will be set to null if new data is written from CPU (see the DirtyAction method). // It will also set as unmodified if a copy is deferred to it. shouldCopy = true; if (fromHandle._bindCount == 0) { // Repeat the copy in future if the bind count is greater than 0. DeferredCopy = null; } } } else { // Copies happen directly when initializing a copy dependency. // If dirty, do not copy. Its data no longer matters, and this handle should also be dirty. // Also, only direct copy if the data in this handle is not already modified (can be set by copies from modified handles). shouldCopy = !fromHandle.CheckDirty() && (fromHandle.Modified || !Modified); } if (shouldCopy) { Texture from = fromHandle._group.Storage; Texture to = _group.Storage; if (from.ScaleFactor != to.ScaleFactor) { to.PropagateScale(from); } from.HostTexture.CopyTo( to.HostTexture, fromHandle._firstLayer, _firstLayer, fromHandle._firstLevel, _firstLevel); if (fromHandle.Modified) { Modified = true; RegisterSync(context); } result = true; } return result; } /// /// Check if this handle has a dependency to a given texture group. /// /// The texture group to check for /// True if there is a dependency, false otherwise public bool HasDependencyTo(TextureGroup group) { foreach (TextureDependency dep in Dependencies) { if (dep.Other.Handle._group == group) { return true; } } return false; } /// /// Inherit modified flags and dependencies from another texture handle. /// /// The texture handle to inherit from /// Whether the handle should inherit copy dependencies or not public void Inherit(TextureGroupHandle old, bool withCopies) { Modified |= old.Modified; if (withCopies) { foreach (TextureDependency dependency in old.Dependencies.ToArray()) { CreateCopyDependency(dependency.Other.Handle); if (dependency.Other.Handle.DeferredCopy == old) { dependency.Other.Handle.DeferredCopy = this; } } DeferredCopy = old.DeferredCopy; } } /// /// Check if this region overlaps with another. /// /// Base address /// Size of the region /// True if overlapping, false otherwise public bool OverlapsWith(int offset, int size) { return Offset < offset + size && offset < Offset + Size; } /// /// Dispose this texture group handle, removing all its dependencies and disposing its memory tracking handles. /// public void Dispose() { foreach (RegionHandle handle in Handles) { handle.Dispose(); } foreach (TextureDependency dependency in Dependencies.ToArray()) { dependency.Other.Handle.RemoveDependency(dependency.Other); } } } }