mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-27 08:55:47 +00:00
43ebd7a9bb
* New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
374 lines
No EOL
14 KiB
C#
374 lines
No EOL
14 KiB
C#
using Ryujinx.Cpu;
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using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Memory;
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using Ryujinx.Memory.Range;
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using Ryujinx.Memory.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Represents physical memory, accessible from the GPU.
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/// This is actually working CPU virtual addresses, of memory mapped on the application process.
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/// </summary>
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class PhysicalMemory : IDisposable
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{
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private readonly GpuContext _context;
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private IVirtualMemoryManagerTracked _cpuMemory;
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private int _referenceCount;
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/// <summary>
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/// In-memory shader cache.
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/// </summary>
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public ShaderCache ShaderCache { get; }
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/// <summary>
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/// GPU buffer manager.
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/// </summary>
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public BufferCache BufferCache { get; }
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/// <summary>
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/// GPU texture manager.
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/// </summary>
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public TextureCache TextureCache { get; }
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/// <summary>
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/// Creates a new instance of the physical memory.
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/// </summary>
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/// <param name="context">GPU context that the physical memory belongs to</param>
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/// <param name="cpuMemory">CPU memory manager of the application process</param>
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public PhysicalMemory(GpuContext context, IVirtualMemoryManagerTracked cpuMemory)
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{
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_context = context;
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_cpuMemory = cpuMemory;
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ShaderCache = new ShaderCache(context);
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BufferCache = new BufferCache(context, this);
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TextureCache = new TextureCache(context, this);
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if (cpuMemory is IRefCounted rc)
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{
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rc.IncrementReferenceCount();
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}
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_referenceCount = 1;
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}
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/// <summary>
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/// Increments the memory reference count.
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/// </summary>
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public void IncrementReferenceCount()
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{
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Interlocked.Increment(ref _referenceCount);
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}
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/// <summary>
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/// Decrements the memory reference count.
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/// </summary>
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public void DecrementReferenceCount()
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{
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if (Interlocked.Decrement(ref _referenceCount) == 0 && _cpuMemory is IRefCounted rc)
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{
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rc.DecrementReferenceCount();
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}
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}
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/// <summary>
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/// Gets a span of data from the application process.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes to be range</param>
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/// <param name="tracked">True if read tracking is triggered on the span</param>
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/// <returns>A read only span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(ulong address, int size, bool tracked = false)
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{
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return _cpuMemory.GetSpan(address, size, tracked);
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}
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/// <summary>
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/// Gets a span of data from the application process.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="tracked">True if read tracking is triggered on the span</param>
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/// <returns>A read only span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(MultiRange range, bool tracked = false)
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{
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if (range.Count == 1)
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{
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var singleRange = range.GetSubRange(0);
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if (singleRange.Address != MemoryManager.PteUnmapped)
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{
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return _cpuMemory.GetSpan(singleRange.Address, (int)singleRange.Size, tracked);
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}
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}
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Span<byte> data = new byte[range.GetSize()];
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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if (currentRange.Address != MemoryManager.PteUnmapped)
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{
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_cpuMemory.GetSpan(currentRange.Address, size, tracked).CopyTo(data.Slice(offset, size));
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}
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offset += size;
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}
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return data;
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}
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/// <summary>
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/// Gets a writable region from the application process.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes to be range</param>
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/// <param name="tracked">True if write tracking is triggered on the span</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(ulong address, int size, bool tracked = false)
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{
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return _cpuMemory.GetWritableRegion(address, size, tracked);
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}
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/// <summary>
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/// Gets a writable region from GPU mapped memory.
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/// </summary>
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/// <param name="range">Range</param>
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/// <param name="tracked">True if write tracking is triggered on the span</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(MultiRange range, bool tracked = false)
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{
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if (range.Count == 1)
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{
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MemoryRange subrange = range.GetSubRange(0);
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return GetWritableRegion(subrange.Address, (int)subrange.Size, tracked);
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}
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else
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{
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Memory<byte> memory = new byte[range.GetSize()];
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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if (currentRange.Address != MemoryManager.PteUnmapped)
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{
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GetSpan(currentRange.Address, size).CopyTo(memory.Span.Slice(offset, size));
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}
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offset += size;
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}
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return new WritableRegion(new MultiRangeWritableBlock(range, this), 0, memory, tracked);
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}
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}
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/// <summary>
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/// Reads data from the application process.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="address">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong address) where T : unmanaged
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{
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return _cpuMemory.Read<T>(address);
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}
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/// <summary>
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/// Reads data from the application process, with write tracking.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="address">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T ReadTracked<T>(ulong address) where T : unmanaged
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{
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return _cpuMemory.ReadTracked<T>(address);
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}
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/// <summary>
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/// Writes data to the application process, triggering a precise memory tracking event.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void WriteTrackedResource(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.SignalMemoryTracking(address, (ulong)data.Length, true, precise: true);
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_cpuMemory.WriteUntracked(address, data);
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void Write(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.Write(address, data);
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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public void Write(MultiRange range, ReadOnlySpan<byte> data)
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{
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WriteImpl(range, data, _cpuMemory.Write);
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}
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/// <summary>
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/// Writes data to the application process, without any tracking.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void WriteUntracked(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.WriteUntracked(address, data);
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}
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/// <summary>
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/// Writes data to the application process, without any tracking.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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public void WriteUntracked(MultiRange range, ReadOnlySpan<byte> data)
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{
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WriteImpl(range, data, _cpuMemory.WriteUntracked);
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}
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private delegate void WriteCallback(ulong address, ReadOnlySpan<byte> data);
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/// <summary>
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/// Writes data to the application process, using the supplied callback method.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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/// <param name="writeCallback">Callback method that will perform the write</param>
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private static void WriteImpl(MultiRange range, ReadOnlySpan<byte> data, WriteCallback writeCallback)
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{
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if (range.Count == 1)
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{
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var singleRange = range.GetSubRange(0);
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if (singleRange.Address != MemoryManager.PteUnmapped)
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{
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writeCallback(singleRange.Address, data);
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}
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}
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else
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{
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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if (currentRange.Address != MemoryManager.PteUnmapped)
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{
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writeCallback(currentRange.Address, data.Slice(offset, size));
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}
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offset += size;
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}
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}
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <returns>The memory tracking handle</returns>
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public CpuRegionHandle BeginTracking(ulong address, ulong size)
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{
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return _cpuMemory.BeginTracking(address, size);
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <returns>The memory tracking handle</returns>
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public GpuRegionHandle BeginTracking(MultiRange range)
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{
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var cpuRegionHandles = new CpuRegionHandle[range.Count];
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int count = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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if (currentRange.Address != MemoryManager.PteUnmapped)
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{
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cpuRegionHandles[count++] = _cpuMemory.BeginTracking(currentRange.Address, currentRange.Size);
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}
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}
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if (count != range.Count)
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{
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Array.Resize(ref cpuRegionHandles, count);
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}
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return new GpuRegionHandle(cpuRegionHandles);
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="handles">Handles to inherit state from or reuse</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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public CpuMultiRegionHandle BeginGranularTracking(ulong address, ulong size, IEnumerable<IRegionHandle> handles = null, ulong granularity = 4096)
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{
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return _cpuMemory.BeginGranularTracking(address, size, handles, granularity);
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}
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/// <summary>
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/// Obtains a smart memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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public CpuSmartMultiRegionHandle BeginSmartGranularTracking(ulong address, ulong size, ulong granularity = 4096)
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{
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return _cpuMemory.BeginSmartGranularTracking(address, size, granularity);
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}
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/// <summary>
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/// Checks if a given memory page is mapped.
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/// </summary>
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/// <param name="address">CPU virtual address of the page</param>
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/// <returns>True if mapped, false otherwise</returns>
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public bool IsMapped(ulong address)
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{
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return _cpuMemory.IsMapped(address);
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}
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/// <summary>
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/// Release our reference to the CPU memory manager.
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/// </summary>
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public void Dispose()
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{
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_context.DeferredActions.Enqueue(Destroy);
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}
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/// <summary>
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/// Performs disposal of the host GPU caches with resources mapped on this physical memory.
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/// This must only be called from the render thread.
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/// </summary>
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private void Destroy()
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{
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ShaderCache.Dispose();
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BufferCache.Dispose();
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TextureCache.Dispose();
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DecrementReferenceCount();
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}
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}
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} |