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ryujinx-final/Ryujinx.Memory/Tracking/RegionHandle.cs
riperiperi b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00

163 lines
5.7 KiB
C#

using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Memory.Tracking
{
/// <summary>
/// A tracking handle for a given region of virtual memory. The Dirty flag is updated whenever any changes are made,
/// and an action can be performed when the region is read to or written from.
/// </summary>
public class RegionHandle : IRegionHandle, IRange
{
public bool Dirty { get; private set; }
public ulong Address { get; }
public ulong Size { get; }
public ulong EndAddress { get; }
internal IMultiRegionHandle Parent { get; set; }
internal int SequenceNumber { get; set; }
private event Action _onDirty;
private RegionSignal _preAction; // Action to perform before a read or write. This will block the memory access.
private readonly List<VirtualRegion> _regions;
private readonly MemoryTracking _tracking;
private bool _disposed;
internal MemoryPermission RequiredPermission => _preAction != null ? MemoryPermission.None : (Dirty ? MemoryPermission.ReadAndWrite : MemoryPermission.Read);
internal RegionSignal PreAction => _preAction;
/// <summary>
/// Create a new region handle. The handle is registered with the given tracking object,
/// and will be notified of any changes to the specified region.
/// </summary>
/// <param name="tracking">Tracking object for the target memory block</param>
/// <param name="address">Virtual address of the region to track</param>
/// <param name="size">Size of the region to track</param>
/// <param name="dirty">Initial value of the dirty flag</param>
internal RegionHandle(MemoryTracking tracking, ulong address, ulong size, bool dirty = true)
{
Dirty = dirty;
Address = address;
Size = size;
EndAddress = address + size;
_tracking = tracking;
_regions = tracking.GetVirtualRegionsForHandle(address, size);
foreach (var region in _regions)
{
region.Handles.Add(this);
}
}
/// <summary>
/// Signal that a memory action occurred within this handle's virtual regions.
/// </summary>
/// <param name="write">Whether the region was written to or read</param>
internal void Signal(ulong address, ulong size, bool write)
{
RegionSignal action = Interlocked.Exchange(ref _preAction, null);
action?.Invoke(address, size);
if (write)
{
bool oldDirty = Dirty;
Dirty = true;
if (!oldDirty)
{
_onDirty?.Invoke();
}
Parent?.SignalWrite();
}
}
/// <summary>
/// Consume the dirty flag for this handle, and reprotect so it can be set on the next write.
/// </summary>
public void Reprotect(bool asDirty = false)
{
Dirty = asDirty;
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
region.UpdateProtection();
}
}
}
/// <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)
{
RegionSignal lastAction = Interlocked.Exchange(ref _preAction, action);
if (lastAction == null && action != lastAction)
{
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
region.UpdateProtection();
}
}
}
}
/// <summary>
/// Register an action to perform when the region is written to.
/// This action will not be removed when it is called - it is called each time the dirty flag is set.
/// </summary>
/// <param name="action">Action to call on dirty</param>
public void RegisterDirtyEvent(Action action)
{
_onDirty += action;
}
/// <summary>
/// Add a child virtual region to this handle.
/// </summary>
/// <param name="region">Virtual region to add as a child</param>
internal void AddChild(VirtualRegion region)
{
_regions.Add(region);
}
/// <summary>
/// Check if this region overlaps with another.
/// </summary>
/// <param name="address">Base address</param>
/// <param name="size">Size of the region</param>
/// <returns>True if overlapping, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
/// <summary>
/// Dispose the handle. Within the tracking lock, this removes references from virtual and physical regions.
/// </summary>
public void Dispose()
{
if (_disposed)
{
throw new ObjectDisposedException(GetType().FullName);
}
_disposed = true;
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
region.RemoveHandle(this);
}
}
}
}
}