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); } } } }