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Ryujinx/Ryujinx.Memory/Tracking/RegionHandle.cs

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Memory Read/Write Tracking using Region Handles (#1272) * WIP Range Tracking - Texture invalidation seems to have large problems - Buffer/Pool invalidation may have problems - Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution. - Native project is in the messiest possible location. - [HACK] JIT memory access always uses native "fast" path - [HACK] Trying some things with texture invalidation and views. It works :) Still a few hacks, messy things, slow things More work in progress stuff (also move to memory project) Quite a bit faster now. - Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former. - The Virtual range list is now non-overlapping like the physical one. - Fixed some bugs where regions could leak. - Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road) Move some stuff. I think we'll eventually just put the dll and so for this in a nuget package. Fix rebase. [WIP] MultiRegionHandle variable size ranges - Avoid reprotecting regions that change often (needs some tweaking) - There's still a bug in buffers, somehow. - Might want different api for minimum granularity Fix rebase issue Commit everything needed for software only tracking. Remove native components. Remove more native stuff. Cleanup Use a separate window for the background context, update opentk. (fixes linux) Some experimental changes Should get things working up to scratch - still need to try some things with flush/modification and res scale. Include address with the region action. Initial work to make range tracking work Still a ton of bugs Fix some issues with the new stuff. * Fix texture flush instability There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it) * Find the destination texture for Buffer->Texture full copy Greatly improves performance for nvdec videos (with range tracking) * Further improve texture tracking * Disable Memory Tracking for view parents This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice) The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future. * Introduce some tracking tests. WIP * Complete base tests. * Add more tests for multiregion, fix existing test. * Cleanup Part 1 * Remove unnecessary code from memory tracking * Fix some inconsistencies with 3D texture rule. * Add dispose tests. * Use a background thread for the background context. Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster. Also nerf the multithreading test a bit. * Copy to texture with matching alignment This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size. * Track reads for buffer copies. Synchronize new buffers before copying overlaps. * Remove old texture flushing mechanisms. Range tracking all the way, baby. * Wake the background thread when disposing. Avoids a deadlock when games are closed. * Address Feedback 1 * Separate TextureCopy instance for background thread Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread. * Add missing XML docs. * Address Feedback * Maybe I should start drinking coffee. * Some more feedback. * Remove flush warning, Refocus window after making background context
2020-10-16 22:18:35 +02:00
using Ryujinx.Memory.Range;
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; } = true;
public ulong Address { get; }
public ulong Size { get; }
public ulong EndAddress { get; }
internal IMultiRegionHandle Parent { get; set; }
internal int SequenceNumber { get; set; }
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;
internal MemoryPermission RequiredPermission => _preAction != null ? MemoryPermission.None : (Dirty ? MemoryPermission.ReadAndWrite : MemoryPermission.Read);
/// <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>
internal RegionHandle(MemoryTracking tracking, ulong address, ulong size)
{
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)
{
Dirty = true;
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()
{
Dirty = false;
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>
/// 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()
{
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
region.RemoveHandle(this);
}
}
}
}
}