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using Ryujinx.Memory.Tracking;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// A tracking handle for a region of GPU VA, represented by one or more tracking handles in CPU VA.
/// </summary>
class GpuRegionHandle : IRegionHandle
{
private readonly RegionHandle[] _cpuRegionHandles;
public bool Dirty
{
get
{
foreach (var regionHandle in _cpuRegionHandles)
{
if (regionHandle.Dirty)
{
return true;
}
}
return false;
}
}
public ulong Address => throw new NotSupportedException();
public ulong Size => throw new NotSupportedException();
public ulong EndAddress => throw new NotSupportedException();
/// <summary>
/// Create a new GpuRegionHandle, made up of mulitple CpuRegionHandles.
/// </summary>
/// <param name="cpuRegionHandles">The CpuRegionHandles that make up this handle</param>
public GpuRegionHandle(RegionHandle[] cpuRegionHandles)
{
_cpuRegionHandles = cpuRegionHandles;
}
/// <summary>
/// Dispose the child handles.
/// </summary>
public void Dispose()
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.Dispose();
}
}
/// <summary>
/// Register an action to perform when the tracked region is read or written.
/// The action is automatically removed after it runs.
/// </summary>
/// <param name="action">Action to call on read or write</param>
public void RegisterAction(RegionSignal action)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.RegisterAction(action);
}
}
/// <summary>
/// Register an action to perform when a precise access occurs (one with exact address and size).
/// If the action returns true, read/write tracking are skipped.
/// </summary>
/// <param name="action">Action to call on read or write</param>
public void RegisterPreciseAction(PreciseRegionSignal action)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.RegisterPreciseAction(action);
}
}
/// <summary>
/// Consume the dirty flag for the handles, and reprotect so it can be set on the next write.
/// </summary>
public void Reprotect(bool asDirty = false)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.Reprotect(asDirty);
}
}
/// <summary>
/// Force the handles to be dirty, without reprotecting.
/// </summary>
public void ForceDirty()
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.ForceDirty();
}
}
}
}
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