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Ryujinx/Ryujinx.Memory/Tracking/MultiRegionHandle.cs
riperiperi 12a7a2ead8
Inherit buffer tracking handles rather than recreating on resize ()
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 ( 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();
}
}
}
}