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Ryujinx/Ryujinx.Graphics.Gpu/Memory/CounterCache.cs

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using Ryujinx.Graphics.GAL;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Represents the GPU counter cache.
/// </summary>
class CounterCache
{
private readonly struct CounterEntry
{
public ulong Address { get; }
public ICounterEvent Event { get; }
public CounterEntry(ulong address, ICounterEvent evt)
{
Address = address;
Event = evt;
}
}
private readonly List<CounterEntry> _items;
/// <summary>
/// Creates a new instance of the GPU counter cache.
/// </summary>
public CounterCache()
{
_items = new List<CounterEntry>();
}
/// <summary>
/// Adds a new counter to the counter cache, or updates a existing one.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the counter will be written in memory</param>
public void AddOrUpdate(ulong gpuVa, ICounterEvent evt)
{
int index = BinarySearch(gpuVa);
CounterEntry entry = new CounterEntry(gpuVa, evt);
if (index < 0)
{
_items.Insert(~index, entry);
}
else
{
_items[index] = entry;
}
}
/// <summary>
/// Handles removal of counters written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e) => RemoveRange(e.Address, e.Size);
private void RemoveRange(ulong gpuVa, ulong size)
{
int index = BinarySearch(gpuVa + size - 1);
if (index < 0)
{
index = ~index;
}
if (index >= _items.Count || !InRange(gpuVa, size, _items[index].Address))
{
return;
}
int count = 1;
while (index > 0 && InRange(gpuVa, size, _items[index - 1].Address))
{
index--;
count++;
}
// Notify the removed counter events that their result should no longer be written out.
for (int i = 0; i < count; i++)
{
ICounterEvent evt = _items[index + i].Event;
if (evt != null)
{
evt.Invalid = true;
}
}
_items.RemoveRange(index, count);
}
/// <summary>
/// Checks whenever an address falls inside a given range.
/// </summary>
/// <param name="startVa">Range start address</param>
/// <param name="size">Range size</param>
/// <param name="gpuVa">Address being checked</param>
/// <returns>True if the address falls inside the range, false otherwise</returns>
private static bool InRange(ulong startVa, ulong size, ulong gpuVa)
{
return gpuVa >= startVa && gpuVa < startVa + size;
}
/// <summary>
/// Check if any counter value was written to the specified GPU virtual memory address.
/// </summary>
/// <param name="gpuVa">GPU virtual address</param>
/// <returns>True if any counter value was written on the specified address, false otherwise</returns>
public bool Contains(ulong gpuVa)
{
return BinarySearch(gpuVa) >= 0;
}
/// <summary>
/// Flush any counter value written to the specified GPU virtual memory address.
/// </summary>
/// <param name="gpuVa">GPU virtual address</param>
/// <returns>True if any counter value was written on the specified address, false otherwise</returns>
public bool FindAndFlush(ulong gpuVa)
{
int index = BinarySearch(gpuVa);
if (index > 0)
{
_items[index].Event?.Flush();
return true;
}
else
{
return false;
}
}
/// <summary>
/// Find any counter event that would write to the specified GPU virtual memory address.
/// </summary>
/// <param name="gpuVa">GPU virtual address</param>
/// <returns>The counter event, or null if not present</returns>
public ICounterEvent FindEvent(ulong gpuVa)
{
int index = BinarySearch(gpuVa);
if (index > 0)
{
return _items[index].Event;
}
else
{
return null;
}
}
/// <summary>
/// Performs binary search of an address on the list.
/// </summary>
/// <param name="address">Address to search</param>
/// <returns>Index of the item, or complement of the index of the nearest item with lower value</returns>
private int BinarySearch(ulong address)
{
int left = 0;
int right = _items.Count - 1;
while (left <= right)
{
int range = right - left;
int middle = left + (range >> 1);
CounterEntry item = _items[middle];
if (item.Address == address)
{
return middle;
}
if (address < item.Address)
{
right = middle - 1;
}
else
{
left = middle + 1;
}
}
return ~left;
}
}
}