RyuKen/Ryujinx.Memory/Tracking/VirtualRegion.cs

166 lines
5.5 KiB
C#
Raw Normal View History

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 20:18:35 +00:00
using Ryujinx.Memory.Range;
using System.Collections.Generic;
namespace Ryujinx.Memory.Tracking
{
/// <summary>
/// A region of virtual memory.
/// </summary>
class VirtualRegion : AbstractRegion
{
public List<RegionHandle> Handles = new List<RegionHandle>();
private List<PhysicalRegion> _physicalChildren;
private readonly MemoryTracking _tracking;
public VirtualRegion(MemoryTracking tracking, ulong address, ulong size) : base(address, size)
{
_tracking = tracking;
UpdatePhysicalChildren();
}
public override void Signal(ulong address, ulong size, bool write)
{
_tracking.ProtectVirtualRegion(this, MemoryPermission.ReadAndWrite); // Remove our protection immedately.
foreach (var handle in Handles)
{
handle.Signal(address, size, write);
}
}
/// <summary>
/// Clears all physical children of this region. Assumes that the tracking lock has been obtained.
/// </summary>
private void ClearPhysicalChildren()
{
if (_physicalChildren != null)
{
foreach (PhysicalRegion child in _physicalChildren)
{
child.RemoveParent(this);
}
}
}
/// <summary>
/// Updates the physical children of this region, assuming that they are clear and that the tracking lock has been obtained.
/// </summary>
private void UpdatePhysicalChildren()
{
_physicalChildren = _tracking.GetPhysicalRegionsForVirtual(Address, Size);
foreach (PhysicalRegion child in _physicalChildren)
{
child.VirtualParents.Add(this);
}
}
/// <summary>
/// Recalculates the physical children for this virtual region. Assumes that the tracking lock has been obtained.
/// </summary>
public void RecalculatePhysicalChildren()
{
ClearPhysicalChildren();
UpdatePhysicalChildren();
}
/// <summary>
/// Gets the strictest permission that the child handles demand. Assumes that the tracking lock has been obtained.
/// </summary>
/// <returns>Protection level that this region demands</returns>
public MemoryPermission GetRequiredPermission()
{
// Start with Read/Write, each handle can strip off permissions as necessary.
// Assumes the tracking lock has already been obtained.
MemoryPermission result = MemoryPermission.ReadAndWrite;
foreach (var handle in Handles)
{
result &= handle.RequiredPermission;
if (result == 0) return result;
}
return result;
}
/// <summary>
/// Updates the protection for this virtual region, and all child physical regions.
/// </summary>
public void UpdateProtection()
{
// Re-evaluate protection for all physical children.
_tracking.ProtectVirtualRegion(this, GetRequiredPermission());
lock (_tracking.TrackingLock)
{
foreach (var child in _physicalChildren)
{
child.UpdateProtection();
}
}
}
/// <summary>
/// Removes a handle from this virtual region. If there are no handles left, this virtual region is removed.
/// </summary>
/// <param name="handle">Handle to remove</param>
public void RemoveHandle(RegionHandle handle)
{
bool removedRegions = false;
lock (_tracking.TrackingLock)
{
Handles.Remove(handle);
UpdateProtection();
if (Handles.Count == 0)
{
_tracking.RemoveVirtual(this);
foreach (var child in _physicalChildren)
{
removedRegions |= child.RemoveParent(this);
}
}
}
if (removedRegions)
{
// The first lock will unprotect any regions that have been removed. This second lock will remove them.
lock (_tracking.TrackingLock)
{
foreach (var child in _physicalChildren)
{
child.TryDelete();
}
}
}
}
/// <summary>
/// Add a child physical region to this virtual region. Assumes that the tracking lock has been obtained.
/// </summary>
/// <param name="region">Physical region to add as a child</param>
public void AddChild(PhysicalRegion region)
{
_physicalChildren.Add(region);
}
public override INonOverlappingRange Split(ulong splitAddress)
{
ClearPhysicalChildren();
VirtualRegion newRegion = new VirtualRegion(_tracking, splitAddress, EndAddress - splitAddress);
Size = splitAddress - Address;
UpdatePhysicalChildren();
// The new region inherits all of our parents.
newRegion.Handles = new List<RegionHandle>(Handles);
foreach (var parent in Handles)
{
parent.AddChild(newRegion);
}
return newRegion;
}
}
}