forked from Mirror/Ryujinx
9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
108 lines
3.7 KiB
C#
108 lines
3.7 KiB
C#
using Silk.NET.Vulkan;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Vulkan
|
|
{
|
|
class MemoryAllocator : IDisposable
|
|
{
|
|
private ulong MaxDeviceMemoryUsageEstimate = 16UL * 1024 * 1024 * 1024;
|
|
|
|
private readonly Vk _api;
|
|
private readonly PhysicalDevice _physicalDevice;
|
|
private readonly Device _device;
|
|
private readonly List<MemoryAllocatorBlockList> _blockLists;
|
|
private readonly int _blockAlignment;
|
|
private readonly PhysicalDeviceMemoryProperties _physicalDeviceMemoryProperties;
|
|
|
|
public MemoryAllocator(Vk api, PhysicalDevice physicalDevice, Device device, uint maxMemoryAllocationCount)
|
|
{
|
|
_api = api;
|
|
_physicalDevice = physicalDevice;
|
|
_device = device;
|
|
_blockLists = new List<MemoryAllocatorBlockList>();
|
|
_blockAlignment = (int)Math.Min(int.MaxValue, MaxDeviceMemoryUsageEstimate / (ulong)maxMemoryAllocationCount);
|
|
|
|
_api.GetPhysicalDeviceMemoryProperties(_physicalDevice, out _physicalDeviceMemoryProperties);
|
|
}
|
|
|
|
public MemoryAllocation AllocateDeviceMemory(
|
|
MemoryRequirements requirements,
|
|
MemoryPropertyFlags flags = 0,
|
|
bool isBuffer = false)
|
|
{
|
|
int memoryTypeIndex = FindSuitableMemoryTypeIndex(requirements.MemoryTypeBits, flags);
|
|
if (memoryTypeIndex < 0)
|
|
{
|
|
return default;
|
|
}
|
|
|
|
bool map = flags.HasFlag(MemoryPropertyFlags.HostVisibleBit);
|
|
return Allocate(memoryTypeIndex, requirements.Size, requirements.Alignment, map, isBuffer);
|
|
}
|
|
|
|
private MemoryAllocation Allocate(int memoryTypeIndex, ulong size, ulong alignment, bool map, bool isBuffer)
|
|
{
|
|
for (int i = 0; i < _blockLists.Count; i++)
|
|
{
|
|
var bl = _blockLists[i];
|
|
if (bl.MemoryTypeIndex == memoryTypeIndex && bl.ForBuffer == isBuffer)
|
|
{
|
|
lock (bl)
|
|
{
|
|
return bl.Allocate(size, alignment, map);
|
|
}
|
|
}
|
|
}
|
|
|
|
var newBl = new MemoryAllocatorBlockList(_api, _device, memoryTypeIndex, _blockAlignment, isBuffer);
|
|
_blockLists.Add(newBl);
|
|
return newBl.Allocate(size, alignment, map);
|
|
}
|
|
|
|
private int FindSuitableMemoryTypeIndex(
|
|
uint memoryTypeBits,
|
|
MemoryPropertyFlags flags)
|
|
{
|
|
for (int i = 0; i < _physicalDeviceMemoryProperties.MemoryTypeCount; i++)
|
|
{
|
|
var type = _physicalDeviceMemoryProperties.MemoryTypes[i];
|
|
|
|
if ((memoryTypeBits & (1 << i)) != 0)
|
|
{
|
|
if (type.PropertyFlags.HasFlag(flags))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
public static bool IsDeviceMemoryShared(Vk api, PhysicalDevice physicalDevice)
|
|
{
|
|
// The device is regarded as having shared memory if all heaps have the device local bit.
|
|
|
|
api.GetPhysicalDeviceMemoryProperties(physicalDevice, out var properties);
|
|
|
|
for (int i = 0; i < properties.MemoryHeapCount; i++)
|
|
{
|
|
if (!properties.MemoryHeaps[i].Flags.HasFlag(MemoryHeapFlags.DeviceLocalBit))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
for (int i = 0; i < _blockLists.Count; i++)
|
|
{
|
|
_blockLists[i].Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|