Implement support for multi-range buffers using Vulkan sparse mappings (#5427)

* Pass MultiRange to BufferManager

* Implement support for multi-range buffers using Vulkan sparse mappings

* Use multi-range for remaining buffers, delete old methods

* Assume that more buffers are contiguous

* Dispose multi-range buffers after they are removed from the list

* Properly init BufferBounds for constant and storage buffers

* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback

* Fix misaligned sparse buffer offsets

* Null check can be simplified

* PR feedback
This commit is contained in:
gdkchan 2023-12-04 16:30:19 -03:00 committed by GitHub
parent 0531c16326
commit 1df6c07f78
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1241 additions and 233 deletions

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@ -11,12 +11,24 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
class BufferCache : IDisposable
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
/// <summary>
/// Initial size for the array holding overlaps.
/// </summary>
public const int OverlapsBufferInitialCapacity = 10;
/// <summary>
/// Maximum size that an array holding overlaps may have after trimming.
/// </summary>
public const int OverlapsBufferMaxCapacity = 10000;
private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
/// <summary>
/// Alignment required for sparse buffer mappings.
/// </summary>
public const ulong SparseBufferAlignmentSize = 0x10000;
private const ulong MaxDynamicGrowthSize = 0x100000;
private readonly GpuContext _context;
@ -27,6 +39,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Must lock for any access from other threads.
/// </remarks>
private readonly RangeList<Buffer> _buffers;
private readonly MultiRangeList<MultiRangeBuffer> _multiRangeBuffers;
private Buffer[] _bufferOverlaps;
@ -47,6 +60,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
_physicalMemory = physicalMemory;
_buffers = new RangeList<Buffer>();
_multiRangeBuffers = new MultiRangeList<MultiRangeBuffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
@ -66,45 +80,100 @@ namespace Ryujinx.Graphics.Gpu.Memory
Buffer[] overlaps = new Buffer[10];
int overlapCount;
ulong address = ((MemoryManager)sender).Translate(e.Address);
ulong size = e.Size;
MultiRange range = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
lock (_buffers)
for (int index = 0; index < range.Count; index++)
{
overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
}
MemoryRange subRange = range.GetSubRange(index);
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(address, size);
lock (_buffers)
{
overlapCount = _buffers.FindOverlaps(subRange.Address, subRange.Size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(subRange.Address, subRange.Size);
}
}
}
/// <summary>
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
/// new buffer, if needed, for the specified contiguous range.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>CPU virtual address of the buffer, after address translation</returns>
public ulong TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size)
/// <returns>Contiguous physical range of the buffer, after address translation</returns>
public MultiRange TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
return new MultiRange(MemoryManager.PteUnmapped, size);
}
ulong address = memoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
if (address != MemoryManager.PteUnmapped)
{
return 0;
CreateBuffer(address, size);
}
CreateBuffer(address, size);
return new MultiRange(address, size);
}
return address;
/// <summary>
/// Performs address translation of the GPU virtual address, and creates
/// new buffers, if needed, for the specified range.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>Physical ranges of the buffer, after address translation</returns>
public MultiRange TranslateAndCreateMultiBuffers(MemoryManager memoryManager, ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return new MultiRange(MemoryManager.PteUnmapped, size);
}
bool supportsSparse = _context.Capabilities.SupportsSparseBuffer;
// Fast path not taken for non-contiguous ranges,
// since multi-range buffers are not coalesced, so a buffer that covers
// the entire cached range might not actually exist.
if (memoryManager.VirtualBufferCache.TryGetOrAddRange(gpuVa, size, supportsSparse, out MultiRange range) &&
range.Count == 1)
{
return range;
}
CreateBuffer(range);
return range;
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="range">Physical ranges of memory where the buffer data is located</param>
public void CreateBuffer(MultiRange range)
{
if (range.Count > 1)
{
CreateMultiRangeBuffer(range);
}
else
{
MemoryRange subRange = range.GetSubRange(0);
if (subRange.Address != MemoryManager.PteUnmapped)
{
CreateBuffer(subRange.Address, subRange.Size);
}
}
}
/// <summary>
@ -118,7 +187,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
// The buffer must have the size of at least one page.
@ -130,6 +198,108 @@ namespace Ryujinx.Graphics.Gpu.Memory
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
/// <param name="alignment">Alignment of the start address of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size, ulong alignment)
{
ulong alignmentMask = alignment - 1;
ulong pageAlignmentMask = BufferAlignmentMask;
ulong endAddress = address + size;
ulong alignedAddress = address & ~alignmentMask;
ulong alignedEndAddress = (endAddress + pageAlignmentMask) & ~pageAlignmentMask;
// The buffer must have the size of at least one page.
if (alignedEndAddress == alignedAddress)
{
alignedEndAddress += pageAlignmentMask;
}
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress, alignment);
}
/// <summary>
/// Creates a buffer for a memory region composed of multiple physical ranges,
/// if it does not exist yet.
/// </summary>
/// <param name="range">Physical ranges of memory</param>
private void CreateMultiRangeBuffer(MultiRange range)
{
// Ensure all non-contiguous buffer we might use are sparse aligned.
for (int i = 0; i < range.Count; i++)
{
MemoryRange subRange = range.GetSubRange(i);
if (subRange.Address != MemoryManager.PteUnmapped)
{
CreateBuffer(subRange.Address, subRange.Size, SparseBufferAlignmentSize);
}
}
// Create sparse buffer.
MultiRangeBuffer[] overlaps = new MultiRangeBuffer[10];
int overlapCount = _multiRangeBuffers.FindOverlaps(range, ref overlaps);
for (int index = 0; index < overlapCount; index++)
{
if (overlaps[index].Range.Contains(range))
{
return;
}
}
for (int index = 0; index < overlapCount; index++)
{
if (range.Contains(overlaps[index].Range))
{
_multiRangeBuffers.Remove(overlaps[index]);
overlaps[index].Dispose();
}
}
BufferRange[] storages = new BufferRange[range.Count];
MemoryRange[] alignedSubRanges = new MemoryRange[range.Count];
ulong alignmentMask = SparseBufferAlignmentSize - 1;
for (int i = 0; i < range.Count; i++)
{
MemoryRange subRange = range.GetSubRange(i);
if (subRange.Address != MemoryManager.PteUnmapped)
{
ulong endAddress = subRange.Address + subRange.Size;
ulong alignedAddress = subRange.Address & ~alignmentMask;
ulong alignedEndAddress = (endAddress + alignmentMask) & ~alignmentMask;
ulong alignedSize = alignedEndAddress - alignedAddress;
Buffer buffer = _buffers.FindFirstOverlap(alignedAddress, alignedSize);
BufferRange bufferRange = buffer.GetRange(alignedAddress, alignedSize, false);
storages[i] = bufferRange;
alignedSubRanges[i] = new MemoryRange(alignedAddress, alignedSize);
}
else
{
ulong alignedSize = (subRange.Size + alignmentMask) & ~alignmentMask;
storages[i] = new BufferRange(BufferHandle.Null, 0, (int)alignedSize);
alignedSubRanges[i] = new MemoryRange(MemoryManager.PteUnmapped, alignedSize);
}
}
MultiRangeBuffer multiRangeBuffer = new(_context, new MultiRange(alignedSubRanges), storages);
_multiRangeBuffers.Add(multiRangeBuffer);
}
/// <summary>
/// Performs address translation of the GPU virtual address, and attempts to force
/// the buffer in the region as dirty.
@ -150,7 +320,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
result.EndGpuAddress < gpuVa + size ||
result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
MultiRange range = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
ulong address = range.GetSubRange(0).Address;
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
_dirtyCache[gpuVa] = result;
@ -184,7 +355,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
result.EndGpuAddress < alignedEndGpuVa ||
result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(memoryManager, alignedGpuVa, size);
MultiRange range = TranslateAndCreateBuffer(memoryManager, alignedGpuVa, size);
ulong address = range.GetSubRange(0).Address;
result = new BufferCacheEntry(address, alignedGpuVa, GetBuffer(address, size));
_modifiedCache[alignedGpuVa] = result;
@ -204,7 +376,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="size">Size in bytes of the buffer</param>
private void CreateBufferAligned(ulong address, ulong size)
{
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
Buffer[] overlaps = _bufferOverlaps;
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref overlaps);
if (overlapsCount != 0)
{
@ -215,9 +388,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
// old buffer(s) to the new buffer.
ulong endAddress = address + size;
Buffer overlap0 = overlaps[0];
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
if (overlap0.Address > address || overlap0.EndAddress < endAddress)
{
bool anySparseCompatible = false;
// Check if the following conditions are met:
// - We have a single overlap.
// - The overlap starts at or before the requested range. That is, the overlap happens at the end.
@ -228,23 +404,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
// Allowing for 2 pages (rather than just one) is necessary to catch cases where the
// range crosses a page, and after alignment, ends having a size of 2 pages.
if (overlapsCount == 1 &&
address >= _bufferOverlaps[0].Address &&
endAddress - _bufferOverlaps[0].EndAddress <= BufferAlignmentSize * 2)
address >= overlap0.Address &&
endAddress - overlap0.EndAddress <= BufferAlignmentSize * 2)
{
// Try to grow the buffer by 1.5x of its current size.
// This improves performance in the cases where the buffer is resized often by small amounts.
ulong existingSize = _bufferOverlaps[0].Size;
ulong existingSize = overlap0.Size;
ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask;
size = Math.Max(size, growthSize);
endAddress = address + size;
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref overlaps);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
Buffer buffer = overlaps[index];
anySparseCompatible |= buffer.SparseCompatible;
address = Math.Min(address, buffer.Address);
endAddress = Math.Max(endAddress, buffer.EndAddress);
@ -257,35 +435,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong newSize = endAddress - address;
Buffer newBuffer = new(_context, _physicalMemory, address, newSize, _bufferOverlaps.Take(overlapsCount));
lock (_buffers)
{
_buffers.Add(newBuffer);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
newBuffer.InheritModifiedRanges(buffer);
buffer.DecrementReferenceCount();
}
newBuffer.SynchronizeMemory(address, newSize);
// Existing buffers were modified, we need to rebind everything.
NotifyBuffersModified?.Invoke();
CreateBufferAligned(address, newSize, anySparseCompatible, overlaps, overlapsCount);
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new(_context, _physicalMemory, address, size);
Buffer buffer = new(_context, _physicalMemory, address, size, sparseCompatible: false);
lock (_buffers)
{
@ -296,6 +452,151 @@ namespace Ryujinx.Graphics.Gpu.Memory
ShrinkOverlapsBufferIfNeeded();
}
/// <summary>
/// Creates a new buffer for the specified range, if needed.
/// If a buffer where this range can be fully contained already exists,
/// then the creation of a new buffer is not necessary.
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <param name="alignment">Alignment of the start address of the buffer</param>
private void CreateBufferAligned(ulong address, ulong size, ulong alignment)
{
Buffer[] overlaps = _bufferOverlaps;
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref overlaps);
bool sparseAligned = alignment >= SparseBufferAlignmentSize;
if (overlapsCount != 0)
{
// If the buffer already exists, make sure if covers the entire range,
// and make sure it is properly aligned, otherwise sparse mapping may fail.
ulong endAddress = address + size;
Buffer overlap0 = overlaps[0];
if (overlap0.Address > address ||
overlap0.EndAddress < endAddress ||
(overlap0.Address & (alignment - 1)) != 0 ||
(!overlap0.SparseCompatible && sparseAligned))
{
// We need to make sure the new buffer is properly aligned.
// However, after the range is aligned, it is possible that it
// overlaps more buffers, so try again after each extension
// and ensure we cover all overlaps.
int oldOverlapsCount;
do
{
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = overlaps[index];
address = Math.Min(address, buffer.Address);
endAddress = Math.Max(endAddress, buffer.EndAddress);
}
address &= ~(alignment - 1);
oldOverlapsCount = overlapsCount;
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, endAddress - address, ref overlaps);
}
while (oldOverlapsCount != overlapsCount);
lock (_buffers)
{
for (int index = 0; index < overlapsCount; index++)
{
_buffers.Remove(overlaps[index]);
}
}
ulong newSize = endAddress - address;
CreateBufferAligned(address, newSize, sparseAligned, overlaps, overlapsCount);
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new(_context, _physicalMemory, address, size, sparseAligned);
lock (_buffers)
{
_buffers.Add(buffer);
}
}
ShrinkOverlapsBufferIfNeeded();
}
/// <summary>
/// Creates a new buffer for the specified range, if needed.
/// If a buffer where this range can be fully contained already exists,
/// then the creation of a new buffer is not necessary.
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <param name="sparseCompatible">Indicates if the buffer can be used in a sparse buffer mapping</param>
/// <param name="overlaps">Buffers overlapping the range</param>
/// <param name="overlapsCount">Total of overlaps</param>
private void CreateBufferAligned(ulong address, ulong size, bool sparseCompatible, Buffer[] overlaps, int overlapsCount)
{
Buffer newBuffer = new Buffer(_context, _physicalMemory, address, size, sparseCompatible, overlaps.Take(overlapsCount));
lock (_buffers)
{
_buffers.Add(newBuffer);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = overlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
newBuffer.InheritModifiedRanges(buffer);
buffer.DecrementReferenceCount();
}
newBuffer.SynchronizeMemory(address, size);
// Existing buffers were modified, we need to rebind everything.
NotifyBuffersModified?.Invoke();
RecreateMultiRangeBuffers(address, size);
}
/// <summary>
/// Recreates all the multi-range buffers that overlaps a given physical memory range.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size of the range in bytes</param>
private void RecreateMultiRangeBuffers(ulong address, ulong size)
{
if ((address & (SparseBufferAlignmentSize - 1)) != 0 || (size & (SparseBufferAlignmentSize - 1)) != 0)
{
return;
}
MultiRangeBuffer[] overlaps = new MultiRangeBuffer[10];
int overlapCount = _multiRangeBuffers.FindOverlaps(address, size, ref overlaps);
for (int index = 0; index < overlapCount; index++)
{
_multiRangeBuffers.Remove(overlaps[index]);
overlaps[index].Dispose();
}
for (int index = 0; index < overlapCount; index++)
{
CreateMultiRangeBuffer(overlaps[index].Range);
}
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
@ -319,9 +620,63 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="size">Size in bytes of the copy</param>
public void CopyBuffer(MemoryManager memoryManager, ulong srcVa, ulong dstVa, ulong size)
{
ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa, size);
ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa, size);
MultiRange srcRange = TranslateAndCreateMultiBuffers(memoryManager, srcVa, size);
MultiRange dstRange = TranslateAndCreateMultiBuffers(memoryManager, dstVa, size);
if (srcRange.Count == 1 && dstRange.Count == 1)
{
CopyBufferSingleRange(memoryManager, srcRange.GetSubRange(0).Address, dstRange.GetSubRange(0).Address, size);
}
else
{
ulong copiedSize = 0;
ulong srcOffset = 0;
ulong dstOffset = 0;
int srcRangeIndex = 0;
int dstRangeIndex = 0;
while (copiedSize < size)
{
if (srcRange.GetSubRange(srcRangeIndex).Size == srcOffset)
{
srcRangeIndex++;
srcOffset = 0;
}
if (dstRange.GetSubRange(dstRangeIndex).Size == dstOffset)
{
dstRangeIndex++;
dstOffset = 0;
}
MemoryRange srcSubRange = srcRange.GetSubRange(srcRangeIndex);
MemoryRange dstSubRange = dstRange.GetSubRange(dstRangeIndex);
ulong srcSize = srcSubRange.Size - srcOffset;
ulong dstSize = dstSubRange.Size - dstOffset;
ulong copySize = Math.Min(srcSize, dstSize);
CopyBufferSingleRange(memoryManager, srcSubRange.Address + srcOffset, dstSubRange.Address + dstOffset, copySize);
srcOffset += copySize;
dstOffset += copySize;
copiedSize += copySize;
}
}
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// </summary>
/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="srcAddress">Physical address of the copy source</param>
/// <param name="dstAddress">Physical address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>
private void CopyBufferSingleRange(MemoryManager memoryManager, ulong srcAddress, ulong dstAddress, ulong size)
{
Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
@ -360,39 +715,98 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="value">Value to be written into the buffer</param>
public void ClearBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size, uint value)
{
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
MultiRange range = TranslateAndCreateMultiBuffers(memoryManager, gpuVa, size);
Buffer buffer = GetBuffer(address, size);
for (int index = 0; index < range.Count; index++)
{
MemoryRange subRange = range.GetSubRange(index);
Buffer buffer = GetBuffer(subRange.Address, subRange.Size);
int offset = (int)(address - buffer.Address);
int offset = (int)(subRange.Address - buffer.Address);
_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)subRange.Size, value);
memoryManager.Physical.FillTrackedResource(address, size, value, ResourceKind.Buffer);
memoryManager.Physical.FillTrackedResource(subRange.Address, subRange.Size, value, ResourceKind.Buffer);
}
}
/// <summary>
/// Gets a buffer sub-range from a start address til a page boundary after the given size.
/// Gets a buffer sub-range starting at a given memory address, aligned to the next page boundary.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="range">Physical regions of memory where the buffer is mapped</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range starting at the given memory address</returns>
public BufferRange GetBufferRangeAligned(ulong address, ulong size, bool write = false)
public BufferRange GetBufferRangeAligned(MultiRange range, bool write = false)
{
return GetBuffer(address, size, write).GetRangeAligned(address, size, write);
if (range.Count > 1)
{
return GetBuffer(range, write).GetRange(range);
}
else
{
MemoryRange subRange = range.GetSubRange(0);
return GetBuffer(subRange.Address, subRange.Size, write).GetRangeAligned(subRange.Address, subRange.Size, write);
}
}
/// <summary>
/// Gets a buffer sub-range for a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="range">Physical regions of memory where the buffer is mapped</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range for the given range</returns>
public BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
public BufferRange GetBufferRange(MultiRange range, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address, size, write);
if (range.Count > 1)
{
return GetBuffer(range, write).GetRange(range);
}
else
{
MemoryRange subRange = range.GetSubRange(0);
return GetBuffer(subRange.Address, subRange.Size, write).GetRange(subRange.Address, subRange.Size, write);
}
}
/// <summary>
/// Gets a buffer for a given memory range.
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
/// </summary>
/// <param name="range">Physical regions of memory where the buffer is mapped</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer where the range is fully contained</returns>
private MultiRangeBuffer GetBuffer(MultiRange range, bool write = false)
{
for (int i = 0; i < range.Count; i++)
{
MemoryRange subRange = range.GetSubRange(i);
Buffer subBuffer = _buffers.FindFirstOverlap(subRange.Address, subRange.Size);
subBuffer.SynchronizeMemory(subRange.Address, subRange.Size);
if (write)
{
subBuffer.SignalModified(subRange.Address, subRange.Size);
}
}
MultiRangeBuffer[] overlaps = new MultiRangeBuffer[10];
int overlapCount = _multiRangeBuffers.FindOverlaps(range, ref overlaps);
MultiRangeBuffer buffer = null;
for (int i = 0; i < overlapCount; i++)
{
if (overlaps[i].Range.Contains(range))
{
buffer = overlaps[i];
break;
}
}
return buffer;
}
/// <summary>
@ -426,12 +840,33 @@ namespace Ryujinx.Graphics.Gpu.Memory
return buffer;
}
/// <summary>
/// Performs guest to host memory synchronization of a given memory range.
/// </summary>
/// <param name="range">Physical regions of memory where the buffer is mapped</param>
public void SynchronizeBufferRange(MultiRange range)
{
if (range.Count == 1)
{
MemoryRange subRange = range.GetSubRange(0);
SynchronizeBufferRange(subRange.Address, subRange.Size);
}
else
{
for (int index = 0; index < range.Count; index++)
{
MemoryRange subRange = range.GetSubRange(index);
SynchronizeBufferRange(subRange.Address, subRange.Size);
}
}
}
/// <summary>
/// Performs guest to host memory synchronization of a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
public void SynchronizeBufferRange(ulong address, ulong size)
private void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
@ -491,7 +926,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// It's an error to use the buffer cache after disposal.
/// </summary>
public void Dispose()
{