using Ryujinx.Graphics.GAL; using Ryujinx.Memory.Range; using System; using System.Collections.Generic; using System.Linq; namespace Ryujinx.Graphics.Gpu.Memory { /// /// Buffer cache. /// 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 const ulong MaxDynamicGrowthSize = 0x100000; private readonly GpuContext _context; private readonly PhysicalMemory _physicalMemory; /// /// Only modified from the GPU thread. Must lock for add/remove. /// Must lock for any access from other threads. /// private readonly RangeList _buffers; private Buffer[] _bufferOverlaps; private readonly Dictionary _dirtyCache; private readonly Dictionary _modifiedCache; private bool _pruneCaches; public event Action NotifyBuffersModified; /// /// Creates a new instance of the buffer manager. /// /// The GPU context that the buffer manager belongs to /// Physical memory where the cached buffers are mapped public BufferCache(GpuContext context, PhysicalMemory physicalMemory) { _context = context; _physicalMemory = physicalMemory; _buffers = new RangeList(); _bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity]; _dirtyCache = new Dictionary(); // There are a lot more entries on the modified cache, so it is separate from the one for ForceDirty. _modifiedCache = new Dictionary(); } /// /// Handles removal of buffers written to a memory region being unmapped. /// /// Sender object /// Event arguments public void MemoryUnmappedHandler(object sender, UnmapEventArgs e) { Buffer[] overlaps = new Buffer[10]; int overlapCount; ulong address = ((MemoryManager)sender).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); } } /// /// Performs address translation of the GPU virtual address, and creates a /// new buffer, if needed, for the specified range. /// /// GPU memory manager where the buffer is mapped /// Start GPU virtual address of the buffer /// Size in bytes of the buffer /// CPU virtual address of the buffer, after address translation public ulong TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size) { if (gpuVa == 0) { return 0; } ulong address = memoryManager.Translate(gpuVa); if (address == MemoryManager.PteUnmapped) { return 0; } CreateBuffer(address, size); return address; } /// /// 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. /// /// Address of the buffer in memory /// Size of the buffer in bytes 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); } /// /// 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. /// /// GPU memory manager where the buffer is mapped /// Start GPU virtual address of the buffer /// Size in bytes of the buffer public void ForceDirty(MemoryManager memoryManager, ulong gpuVa, ulong size) { if (_pruneCaches) { Prune(); } if (!_dirtyCache.TryGetValue(gpuVa, out BufferCacheEntry result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence) { ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size); result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size)); _dirtyCache[gpuVa] = result; } result.Buffer.ForceDirty(result.Address, size); } /// /// Checks if the given buffer range has been GPU modifed. /// /// GPU memory manager where the buffer is mapped /// Start GPU virtual address of the buffer /// Size in bytes of the buffer /// True if modified, false otherwise public bool CheckModified(MemoryManager memoryManager, ulong gpuVa, ulong size, out ulong outAddr) { if (_pruneCaches) { Prune(); } // Align the address to avoid creating too many entries on the quick lookup dictionary. ulong mask = BufferAlignmentMask; ulong alignedGpuVa = gpuVa & (~mask); ulong alignedEndGpuVa = (gpuVa + size + mask) & (~mask); size = alignedEndGpuVa - alignedGpuVa; if (!_modifiedCache.TryGetValue(alignedGpuVa, out BufferCacheEntry result) || result.EndGpuAddress < alignedEndGpuVa || result.UnmappedSequence != result.Buffer.UnmappedSequence) { ulong address = TranslateAndCreateBuffer(memoryManager, alignedGpuVa, size); result = new BufferCacheEntry(address, alignedGpuVa, GetBuffer(address, size)); _modifiedCache[alignedGpuVa] = result; } outAddr = result.Address | (gpuVa & mask); return result.Buffer.IsModified(result.Address, size); } /// /// 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. /// /// Address of the buffer in guest memory /// Size in bytes of the buffer private void CreateBufferAligned(ulong address, ulong size) { int 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) { // Check if the following conditions are met: // - We have a single overlap. // - The overlap starts at or before the requested range. That is, the overlap happens at the end. // - The size delta between the new, merged buffer and the old one is of at most 2 pages. // In this case, we attempt to extend the buffer further than the requested range, // this can potentially avoid future resizes if the application keeps using overlapping // sequential memory. // Allowing for 2 pages (rather than just one) is necessary to catch cases where the // range crosses a page, and after alignment, ends having a size of 2 pages. if (overlapsCount == 1 && address >= _bufferOverlaps[0].Address && endAddress - _bufferOverlaps[0].EndAddress <= BufferAlignmentSize * 2) { // Try to grow the buffer by 1.5x of its current size. // This improves performance in the cases where the buffer is resized often by small amounts. ulong existingSize = _bufferOverlaps[0].Size; ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask; size = Math.Max(size, growthSize); endAddress = address + size; overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps); } 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); } } ulong newSize = endAddress - address; Buffer newBuffer = new(_context, _physicalMemory, address, newSize, _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.DecrementReferenceCount(); } newBuffer.SynchronizeMemory(address, newSize); // Existing buffers were modified, we need to rebind everything. NotifyBuffersModified?.Invoke(); } } else { // No overlap, just create a new buffer. Buffer buffer = new(_context, _physicalMemory, address, size); lock (_buffers) { _buffers.Add(buffer); } } ShrinkOverlapsBufferIfNeeded(); } /// /// Resizes the temporary buffer used for range list intersection results, if it has grown too much. /// private void ShrinkOverlapsBufferIfNeeded() { if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity) { Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity); } } /// /// Copy a buffer data from a given address to another. /// /// /// This does a GPU side copy. /// /// GPU memory manager where the buffer is mapped /// GPU virtual address of the copy source /// GPU virtual address of the copy destination /// Size in bytes of the copy public void CopyBuffer(MemoryManager memoryManager, ulong srcVa, ulong dstVa, ulong size) { ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa, size); ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa, 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); memoryManager.Physical.WriteUntracked(dstAddress, memoryManager.Physical.GetSpan(srcAddress, (int)size)); } } /// /// Clears a buffer at a given address with the specified value. /// /// /// Both the address and size must be aligned to 4 bytes. /// /// GPU memory manager where the buffer is mapped /// GPU virtual address of the region to clear /// Number of bytes to clear /// Value to be written into the buffer public void ClearBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size, uint value) { ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size); Buffer buffer = GetBuffer(address, size); int offset = (int)(address - buffer.Address); _context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value); memoryManager.Physical.FillTrackedResource(address, size, value, ResourceKind.Buffer); } /// /// Gets a buffer sub-range starting at a given memory address. /// /// Start address of the memory range /// Size in bytes of the memory range /// Whether the buffer will be written to by this use /// The buffer sub-range starting at the given memory address public BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false) { return GetBuffer(address, size, write).GetRange(address); } /// /// Gets a buffer sub-range for a given memory range. /// /// Start address of the memory range /// Size in bytes of the memory range /// Whether the buffer will be written to by this use /// The buffer sub-range for the given range public BufferRange GetBufferRange(ulong address, ulong size, bool write = false) { return GetBuffer(address, size, write).GetRange(address, size); } /// /// Gets a buffer for a given memory range. /// A buffer overlapping with the specified range is assumed to already exist on the cache. /// /// Start address of the memory range /// Size in bytes of the memory range /// Whether the buffer will be written to by this use /// The buffer where the range is fully contained private Buffer GetBuffer(ulong address, ulong size, bool write = false) { Buffer buffer; if (size != 0) { buffer = _buffers.FindFirstOverlap(address, size); buffer.SynchronizeMemory(address, size); if (write) { buffer.SignalModified(address, size); } } else { buffer = _buffers.FindFirstOverlap(address, 1); } return buffer; } /// /// Performs guest to host memory synchronization of a given memory range. /// /// Start address of the memory range /// Size in bytes of the memory range public void SynchronizeBufferRange(ulong address, ulong size) { if (size != 0) { Buffer buffer = _buffers.FindFirstOverlap(address, size); buffer.SynchronizeMemory(address, size); } } /// /// Prune any invalid entries from a quick access dictionary. /// /// Dictionary to prune /// List used to track entries to delete private static void Prune(Dictionary dictionary, ref List toDelete) { foreach (var entry in dictionary) { if (entry.Value.UnmappedSequence != entry.Value.Buffer.UnmappedSequence) { (toDelete ??= new()).Add(entry.Key); } } if (toDelete != null) { foreach (ulong entry in toDelete) { dictionary.Remove(entry); } } } /// /// Prune any invalid entries from the quick access dictionaries. /// private void Prune() { List toDelete = null; Prune(_dirtyCache, ref toDelete); toDelete?.Clear(); Prune(_modifiedCache, ref toDelete); _pruneCaches = false; } /// /// Queues a prune of invalid entries the next time a dictionary cache is accessed. /// public void QueuePrune() { _pruneCaches = true; } /// /// Disposes all buffers in the cache. /// It's an error to use the buffer manager after disposal. /// public void Dispose() { lock (_buffers) { foreach (Buffer buffer in _buffers) { buffer.Dispose(); } } } } }