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d92fff541b
* Replace CacheResourceWrite with more general "precise" write The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance. This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced. The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization. I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested. This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle) I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing) * Add tests. * Add XML docs for GpuRegionHandle * Skip UpdateProtection if only precise actions were called This allows precise actions to skip reprotection costs.
278 lines
9.3 KiB
C#
278 lines
9.3 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A MultiRegionHandle that attempts to segment a region's handles into the regions requested
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/// to avoid iterating over granular chunks for canonically large regions.
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/// If minimum granularity is to be expected, use MultiRegionHandle.
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/// </summary>
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public class SmartMultiRegionHandle : IMultiRegionHandle
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{
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/// <summary>
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/// A list of region handles starting at each granularity size increment.
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/// </summary>
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private readonly RegionHandle[] _handles;
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private readonly ulong _address;
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private readonly ulong _granularity;
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private readonly ulong _size;
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private MemoryTracking _tracking;
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public bool Dirty { get; private set; } = true;
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internal SmartMultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, ulong granularity)
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{
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// For this multi-region handle, the handle list starts empty.
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// As regions are queried, they are added to the _handles array at their start index.
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// When a region being added overlaps another, the existing region is split.
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// A query can therefore scan multiple regions, though with no overlaps they can cover a large area.
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_tracking = tracking;
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_handles = new RegionHandle[size / granularity];
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_granularity = granularity;
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_address = address;
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_size = size;
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}
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public void SignalWrite()
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{
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Dirty = true;
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}
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public void ForceDirty(ulong address, ulong size)
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{
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foreach (var handle in _handles)
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{
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if (handle != null && handle.OverlapsWith(address, size))
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{
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handle.ForceDirty();
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}
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}
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}
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public void RegisterAction(RegionSignal action)
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{
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foreach (var handle in _handles)
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{
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if (handle != null)
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{
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handle?.RegisterAction((address, size) => action(handle.Address, handle.Size));
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}
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}
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}
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public void RegisterPreciseAction(PreciseRegionSignal action)
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{
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foreach (var handle in _handles)
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{
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if (handle != null)
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{
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handle?.RegisterPreciseAction((address, size, write) => action(handle.Address, handle.Size, write));
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}
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}
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}
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public void QueryModified(Action<ulong, ulong> modifiedAction)
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{
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if (!Dirty)
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{
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return;
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}
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Dirty = false;
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QueryModified(_address, _size, modifiedAction);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private ulong HandlesToBytes(int handles)
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{
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return (ulong)handles * _granularity;
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}
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private void SplitHandle(int handleIndex, int splitIndex)
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{
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RegionHandle handle = _handles[handleIndex];
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ulong address = _address + HandlesToBytes(handleIndex);
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ulong size = HandlesToBytes(splitIndex - handleIndex);
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// First, the target handle must be removed. Its data can still be used to determine the new handles.
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RegionSignal signal = handle.PreAction;
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handle.Dispose();
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RegionHandle splitLow = _tracking.BeginTracking(address, size);
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splitLow.Parent = this;
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if (signal != null)
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{
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splitLow.RegisterAction(signal);
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}
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_handles[handleIndex] = splitLow;
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RegionHandle splitHigh = _tracking.BeginTracking(address + size, handle.Size - size);
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splitHigh.Parent = this;
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if (signal != null)
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{
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splitHigh.RegisterAction(signal);
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}
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_handles[splitIndex] = splitHigh;
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}
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private void CreateHandle(int startHandle, int lastHandle)
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{
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ulong startAddress = _address + HandlesToBytes(startHandle);
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// Scan for the first handle before us. If it's overlapping us, it must be split.
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for (int i = startHandle - 1; i >= 0; i--)
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{
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RegionHandle handle = _handles[i];
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if (handle != null)
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{
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if (handle.EndAddress > startAddress)
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{
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SplitHandle(i, startHandle);
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return; // The remainer of this handle should be filled in later on.
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}
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break;
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}
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}
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// Scan for handles after us. We should create a handle that goes up to this handle's start point, if present.
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for (int i = startHandle + 1; i <= lastHandle; i++)
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{
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RegionHandle handle = _handles[i];
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if (handle != null)
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{
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// Fill up to the found handle.
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handle = _tracking.BeginTracking(startAddress, HandlesToBytes(i - startHandle));
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handle.Parent = this;
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_handles[startHandle] = handle;
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return;
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}
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}
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// Can fill the whole range.
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_handles[startHandle] = _tracking.BeginTracking(startAddress, HandlesToBytes(1 + lastHandle - startHandle));
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_handles[startHandle].Parent = this;
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}
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction)
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{
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int startHandle = (int)((address - _address) / _granularity);
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int lastHandle = (int)((address + (size - 1) - _address) / _granularity);
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ulong rgStart = _address + (ulong)startHandle * _granularity;
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ulong rgSize = 0;
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ulong endAddress = _address + ((ulong)lastHandle + 1) * _granularity;
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int i = startHandle;
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while (i <= lastHandle)
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{
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RegionHandle handle = _handles[i];
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if (handle == null)
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{
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// Missing handle. A new handle must be created.
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CreateHandle(i, lastHandle);
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handle = _handles[i];
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}
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if (handle.EndAddress > endAddress)
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{
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// End address of handle is beyond the end of the search. Force a split.
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SplitHandle(i, lastHandle + 1);
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handle = _handles[i];
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}
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if (handle.Dirty)
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{
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rgSize += handle.Size;
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handle.Reprotect();
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}
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else
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{
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// Submit the region scanned so far as dirty
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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rgSize = 0;
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}
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rgStart = handle.EndAddress;
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}
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i += (int)(handle.Size / _granularity);
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}
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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}
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}
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber)
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{
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int startHandle = (int)((address - _address) / _granularity);
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int lastHandle = (int)((address + (size - 1) - _address) / _granularity);
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ulong rgStart = _address + (ulong)startHandle * _granularity;
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ulong rgSize = 0;
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ulong endAddress = _address + ((ulong)lastHandle + 1) * _granularity;
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int i = startHandle;
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while (i <= lastHandle)
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{
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RegionHandle handle = _handles[i];
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if (handle == null)
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{
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// Missing handle. A new handle must be created.
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CreateHandle(i, lastHandle);
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handle = _handles[i];
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}
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if (handle.EndAddress > endAddress)
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{
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// End address of handle is beyond the end of the search. Force a split.
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SplitHandle(i, lastHandle + 1);
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handle = _handles[i];
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}
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if (handle.Dirty && sequenceNumber != handle.SequenceNumber)
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{
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rgSize += handle.Size;
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handle.Reprotect();
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}
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else
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{
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// Submit the region scanned so far as dirty
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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rgSize = 0;
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}
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rgStart = handle.EndAddress;
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}
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handle.SequenceNumber = sequenceNumber;
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i += (int)(handle.Size / _granularity);
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}
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if (rgSize != 0)
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{
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modifiedAction(rgStart, rgSize);
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}
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}
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public void Dispose()
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{
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foreach (var handle in _handles)
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{
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handle?.Dispose();
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}
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}
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}
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}
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