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ryujinx-final/Ryujinx.Graphics.Gpu/Memory/MemoryAccessor.cs

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using System;
using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// GPU mapped memory accessor.
/// </summary>
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public class MemoryAccessor
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{
private GpuContext _context;
/// <summary>
/// Creates a new instance of the GPU memory accessor.
/// </summary>
/// <param name="context">GPU context that the memory accessor belongs to</param>
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public MemoryAccessor(GpuContext context)
{
_context = context;
}
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/// <summary>
/// Reads a byte array from GPU mapped memory.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the data is located</param>
/// <param name="size">Size of the data in bytes</param>
/// <returns>Byte array with the data</returns>
public byte[] ReadBytes(ulong gpuVa, int size)
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{
return GetSpan(gpuVa, size).ToArray();
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}
/// <summary>
/// Gets a read-only span of data from GPU mapped memory.
/// This reads as much data as possible, up to the specified maximum size.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the data is located</param>
/// <param name="size">Size of the data</param>
/// <returns>The span of the data at the specified memory location</returns>
public ReadOnlySpan<byte> GetSpan(ulong gpuVa, int size)
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{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
return _context.PhysicalMemory.GetSpan(processVa, size);
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}
/// <summary>
/// Reads data from GPU mapped memory.
/// </summary>
/// <typeparam name="T">Type of the data</typeparam>
/// <param name="gpuVa">GPU virtual address where the data is located</param>
/// <returns>The data at the specified memory location</returns>
public T Read<T>(ulong gpuVa) where T : unmanaged
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{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.GetSpan(processVa, Unsafe.SizeOf<T>()))[0];
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}
/// <summary>
/// Writes a 32-bits signed integer to GPU mapped memory.
/// </summary>
/// <param name="gpuVa">GPU virtual address to write the value into</param>
/// <param name="value">The value to be written</param>
public void Write<T>(ulong gpuVa, T value) where T : unmanaged
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{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
_context.PhysicalMemory.Write(processVa, MemoryMarshal.Cast<T, byte>(MemoryMarshal.CreateSpan(ref value, 1)));
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}
/// <summary>
/// Writes data to GPU mapped memory.
/// </summary>
/// <param name="gpuVa">GPU virtual address to write the data into</param>
/// <param name="data">The data to be written</param>
public void Write(ulong gpuVa, ReadOnlySpan<byte> data)
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{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
_context.PhysicalMemory.Write(processVa, data);
}
}
}