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ryujinx-final/Ryujinx.Memory/Tracking/MultiRegionHandle.cs
riperiperi 12a7a2ead8
Inherit buffer tracking handles rather than recreating on resize (#2330)
This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:

- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.

`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
2021-06-24 01:31:26 +02:00

217 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
namespace Ryujinx.Memory.Tracking
{
/// <summary>
/// A region handle that tracks a large region using many smaller handles, to provide
/// granular tracking that can be used to track partial updates.
/// </summary>
public class MultiRegionHandle : IMultiRegionHandle
{
/// <summary>
/// A list of region handles for each granularity sized chunk of the whole region.
/// </summary>
private readonly RegionHandle[] _handles;
private readonly ulong Address;
private readonly ulong Granularity;
private readonly ulong Size;
public bool Dirty { get; private set; } = true;
internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity)
{
_handles = new RegionHandle[size / granularity];
Granularity = granularity;
int i = 0;
if (handles != null)
{
// Inherit from the handles we were given. Any gaps must be filled with new handles,
// and old handles larger than our granularity must copy their state onto new granular handles and dispose.
// It is assumed that the provided handles do not overlap, in order, are on page boundaries,
// and don't extend past the requested range.
foreach (RegionHandle handle in handles)
{
int startIndex = (int)((handle.Address - address) / granularity);
// Fill any gap left before this handle.
while (i < startIndex)
{
RegionHandle fillHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
fillHandle.Parent = this;
_handles[i++] = fillHandle;
}
if (handle.Size == granularity)
{
handle.Parent = this;
_handles[i++] = handle;
}
else
{
int endIndex = (int)((handle.EndAddress - address) / granularity);
while (i < endIndex)
{
RegionHandle splitHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
splitHandle.Parent = this;
splitHandle.Reprotect(handle.Dirty);
RegionSignal signal = handle.PreAction;
if (signal != null)
{
splitHandle.RegisterAction(signal);
}
_handles[i++] = splitHandle;
}
handle.Dispose();
}
}
}
// Fill any remaining space with new handles.
while (i < _handles.Length)
{
RegionHandle handle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
handle.Parent = this;
_handles[i++] = handle;
}
Address = address;
Size = size;
}
public void ForceDirty(ulong address, ulong size)
{
Dirty = true;
int startHandle = (int)((address - Address) / Granularity);
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
for (int i = startHandle; i <= lastHandle; i++)
{
_handles[i].SequenceNumber--;
_handles[i].ForceDirty();
}
}
public IEnumerable<RegionHandle> GetHandles()
{
return _handles;
}
public void SignalWrite()
{
Dirty = true;
}
public void QueryModified(Action<ulong, ulong> modifiedAction)
{
if (!Dirty)
{
return;
}
Dirty = false;
QueryModified(Address, Size, modifiedAction);
}
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction)
{
int startHandle = (int)((address - Address) / Granularity);
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
ulong rgStart = _handles[startHandle].Address;
ulong rgSize = 0;
for (int i = startHandle; i <= lastHandle; i++)
{
RegionHandle handle = _handles[i];
if (handle.Dirty)
{
rgSize += handle.Size;
handle.Reprotect();
}
else
{
// Submit the region scanned so far as dirty
if (rgSize != 0)
{
modifiedAction(rgStart, rgSize);
rgSize = 0;
}
rgStart = handle.EndAddress;
}
}
if (rgSize != 0)
{
modifiedAction(rgStart, rgSize);
}
}
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber)
{
int startHandle = (int)((address - Address) / Granularity);
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
ulong rgStart = _handles[startHandle].Address;
ulong rgSize = 0;
for (int i = startHandle; i <= lastHandle; i++)
{
RegionHandle handle = _handles[i];
if (sequenceNumber != handle.SequenceNumber && handle.DirtyOrVolatile())
{
rgSize += handle.Size;
handle.Reprotect();
}
else
{
// Submit the region scanned so far as dirty
if (rgSize != 0)
{
modifiedAction(rgStart, rgSize);
rgSize = 0;
}
rgStart = handle.EndAddress;
}
handle.SequenceNumber = sequenceNumber;
}
if (rgSize != 0)
{
modifiedAction(rgStart, rgSize);
}
}
public void RegisterAction(ulong address, ulong size, RegionSignal action)
{
int startHandle = (int)((address - Address) / Granularity);
int lastHandle = (int)((address + (size - 1) - Address) / Granularity);
for (int i = startHandle; i <= lastHandle; i++)
{
_handles[i].RegisterAction(action);
}
}
public void Dispose()
{
foreach (var handle in _handles)
{
handle.Dispose();
}
}
}
}