using Ryujinx.Memory.Range;
using System;
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Memory
{
///
/// Virtual range cache.
///
class VirtualRangeCache
{
private readonly MemoryManager _memoryManager;
///
/// Represents a GPU virtual memory range.
///
private readonly struct VirtualRange : IRange
{
///
/// GPU virtual address where the range starts.
///
public ulong Address { get; }
///
/// Size of the range in bytes.
///
public ulong Size { get; }
///
/// GPU virtual address where the range ends.
///
public ulong EndAddress => Address + Size;
///
/// Physical regions where the GPU virtual region is mapped.
///
public MultiRange Range { get; }
///
/// Creates a new virtual memory range.
///
/// GPU virtual address where the range starts
/// Size of the range in bytes
/// Physical regions where the GPU virtual region is mapped
public VirtualRange(ulong address, ulong size, MultiRange range)
{
Address = address;
Size = size;
Range = range;
}
///
/// Checks if a given range overlaps with the buffer.
///
/// Start address of the range
/// Size in bytes of the range
/// True if the range overlaps, false otherwise
public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
}
private readonly RangeList _virtualRanges;
private VirtualRange[] _virtualRangeOverlaps;
private readonly ConcurrentQueue _deferredUnmaps;
private int _hasDeferredUnmaps;
///
/// Creates a new instance of the virtual range cache.
///
/// Memory manager that the virtual range cache belongs to
public VirtualRangeCache(MemoryManager memoryManager)
{
_memoryManager = memoryManager;
_virtualRanges = new RangeList();
_virtualRangeOverlaps = new VirtualRange[BufferCache.OverlapsBufferInitialCapacity];
_deferredUnmaps = new ConcurrentQueue();
}
///
/// Handles removal of buffers written to a memory region being unmapped.
///
/// Sender object
/// Event arguments
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);
}
///
/// 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.
///
/// GPU virtual address to get the physical range from
/// Size in bytes of the region
/// Physical range for the specified GPU virtual region
/// True if the range already existed, false if a new one was created and added
public bool TryGetOrAddRange(ulong gpuVa, ulong size, 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 = overlap0.Range.Count == 1 || IsSparseAligned(overlap0.Range);
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 range is not properly aligned for 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))
{
range = new MultiRange(range.GetSubRange(0).Address, size);
}
return found;
}
///
/// Checks if the physical memory ranges are valid for sparse mapping,
/// which requires all sub-ranges to be 64KB aligned.
///
/// Range to check
/// True if the range is valid for sparse mapping, false otherwise
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;
}
///
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
///
private void ShrinkOverlapsBufferIfNeeded()
{
if (_virtualRangeOverlaps.Length > BufferCache.OverlapsBufferMaxCapacity)
{
Array.Resize(ref _virtualRangeOverlaps, BufferCache.OverlapsBufferMaxCapacity);
}
}
}
}