JinxRyu/Ryujinx.Memory/Tracking/RegionHandle.cs
riperiperi d92fff541b
Replace CacheResourceWrite with more general "precise" write (#2684)
* 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.
2021-09-29 02:27:03 +02:00

350 lines
12 KiB
C#

using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Ryujinx.Memory.Tracking
{
/// <summary>
/// A tracking handle for a given region of virtual memory. The Dirty flag is updated whenever any changes are made,
/// and an action can be performed when the region is read to or written from.
/// </summary>
public class RegionHandle : IRegionHandle, IRange
{
/// <summary>
/// If more than this number of checks have been performed on a dirty flag since its last reprotect,
/// then it is dirtied infrequently.
/// </summary>
private static int CheckCountForInfrequent = 3;
/// <summary>
/// Number of frequent dirty/consume in a row to make this handle volatile.
/// </summary>
private static int VolatileThreshold = 5;
public bool Dirty { get; private set; }
public bool Unmapped { get; private set; }
public ulong Address { get; }
public ulong Size { get; }
public ulong EndAddress { get; }
internal IMultiRegionHandle Parent { get; set; }
internal int SequenceNumber { get; set; }
private event Action _onDirty;
private object _preActionLock = new object();
private RegionSignal _preAction; // Action to perform before a read or write. This will block the memory access.
private PreciseRegionSignal _preciseAction; // Action to perform on a precise read or write.
private readonly List<VirtualRegion> _regions;
private readonly MemoryTracking _tracking;
private bool _disposed;
private int _checkCount = 0;
private int _volatileCount = 0;
private bool _volatile;
internal MemoryPermission RequiredPermission
{
get
{
// If this is unmapped, allow reprotecting as RW as it can't be dirtied.
// This is required for the partial unmap cases where part of the data are still being accessed.
if (Unmapped)
{
return MemoryPermission.ReadAndWrite;
}
if (_preAction != null)
{
return MemoryPermission.None;
}
return Dirty ? MemoryPermission.ReadAndWrite : MemoryPermission.Read;
}
}
internal RegionSignal PreAction => _preAction;
/// <summary>
/// Create a new region handle. The handle is registered with the given tracking object,
/// and will be notified of any changes to the specified region.
/// </summary>
/// <param name="tracking">Tracking object for the target memory block</param>
/// <param name="address">Virtual address of the region to track</param>
/// <param name="size">Size of the region to track</param>
/// <param name="mapped">True if the region handle starts mapped</param>
internal RegionHandle(MemoryTracking tracking, ulong address, ulong size, bool mapped = true)
{
Dirty = mapped;
Unmapped = !mapped;
Address = address;
Size = size;
EndAddress = address + size;
_tracking = tracking;
_regions = tracking.GetVirtualRegionsForHandle(address, size);
foreach (var region in _regions)
{
region.Handles.Add(this);
}
}
/// <summary>
/// Clear the volatile state of this handle.
/// </summary>
private void ClearVolatile()
{
_volatileCount = 0;
_volatile = false;
}
/// <summary>
/// Check if this handle is dirty, or if it is volatile. (changes very often)
/// </summary>
/// <returns>True if the handle is dirty or volatile, false otherwise</returns>
public bool DirtyOrVolatile()
{
_checkCount++;
return Dirty || _volatile;
}
/// <summary>
/// Signal that a memory action occurred within this handle's virtual regions.
/// </summary>
/// <param name="address">Address accessed</param>
/// <param name="size">Size of the region affected in bytes</param>
/// <param name="write">Whether the region was written to or read</param>
/// <param name="handleIterable">Reference to the handles being iterated, in case the list needs to be copied</param>
internal void Signal(ulong address, ulong size, bool write, ref IList<RegionHandle> handleIterable)
{
// If this handle was already unmapped (even if just partially),
// then we have nothing to do until it is mapped again.
// The pre-action should be still consumed to avoid flushing on remap.
if (Unmapped)
{
Interlocked.Exchange(ref _preAction, null);
return;
}
if (_preAction != null)
{
// Copy the handles list in case it changes when we're out of the lock.
if (handleIterable is List<RegionHandle>)
{
handleIterable = handleIterable.ToArray();
}
// Temporarily release the tracking lock while we're running the action.
Monitor.Exit(_tracking.TrackingLock);
try
{
lock (_preActionLock)
{
_preAction?.Invoke(address, size);
_preAction = null;
}
}
finally
{
Monitor.Enter(_tracking.TrackingLock);
}
}
if (write)
{
bool oldDirty = Dirty;
Dirty = true;
if (!oldDirty)
{
_onDirty?.Invoke();
}
Parent?.SignalWrite();
}
}
/// <summary>
/// Signal that a precise memory action occurred within this handle's virtual regions.
/// If there is no precise action, or the action returns false, the normal signal handler will be called.
/// </summary>
/// <param name="address">Address accessed</param>
/// <param name="size">Size of the region affected in bytes</param>
/// <param name="write">Whether the region was written to or read</param>
/// <param name="handleIterable">Reference to the handles being iterated, in case the list needs to be copied</param>
/// <returns>True if a precise action was performed and returned true, false otherwise</returns>
internal bool SignalPrecise(ulong address, ulong size, bool write, ref IList<RegionHandle> handleIterable)
{
if (!Unmapped && _preciseAction != null && _preciseAction(address, size, write))
{
return true;
}
Signal(address, size, write, ref handleIterable);
return false;
}
/// <summary>
/// Force this handle to be dirty, without reprotecting.
/// </summary>
public void ForceDirty()
{
Dirty = true;
}
/// <summary>
/// Consume the dirty flag for this handle, and reprotect so it can be set on the next write.
/// </summary>
public void Reprotect(bool asDirty = false)
{
if (_volatile) return;
Dirty = asDirty;
bool protectionChanged = false;
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
protectionChanged |= region.UpdateProtection();
}
}
if (!protectionChanged)
{
// Counteract the check count being incremented when this handle was forced dirty.
// It doesn't count for protected write tracking.
_checkCount--;
}
else if (!asDirty)
{
if (_checkCount > 0 && _checkCount < CheckCountForInfrequent)
{
if (++_volatileCount >= VolatileThreshold && _preAction == null)
{
_volatile = true;
return;
}
}
else
{
_volatileCount = 0;
}
_checkCount = 0;
}
}
/// <summary>
/// Register an action to perform when the tracked region is read or written.
/// The action is automatically removed after it runs.
/// </summary>
/// <param name="action">Action to call on read or write</param>
public void RegisterAction(RegionSignal action)
{
ClearVolatile();
lock (_preActionLock)
{
RegionSignal lastAction = _preAction;
_preAction = action;
if (lastAction == null && action != lastAction)
{
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
region.UpdateProtection();
}
}
}
}
}
/// <summary>
/// Register an action to perform when a precise access occurs (one with exact address and size).
/// If the action returns true, read/write tracking are skipped.
/// </summary>
/// <param name="action">Action to call on read or write</param>
public void RegisterPreciseAction(PreciseRegionSignal action)
{
_preciseAction = action;
}
/// <summary>
/// Register an action to perform when the region is written to.
/// This action will not be removed when it is called - it is called each time the dirty flag is set.
/// </summary>
/// <param name="action">Action to call on dirty</param>
public void RegisterDirtyEvent(Action action)
{
_onDirty += action;
}
/// <summary>
/// Add a child virtual region to this handle.
/// </summary>
/// <param name="region">Virtual region to add as a child</param>
internal void AddChild(VirtualRegion region)
{
_regions.Add(region);
}
/// <summary>
/// Signal that this handle has been mapped or unmapped.
/// </summary>
/// <param name="mapped">True if the handle has been mapped, false if unmapped</param>
internal void SignalMappingChanged(bool mapped)
{
if (Unmapped == mapped)
{
Unmapped = !mapped;
if (Unmapped)
{
ClearVolatile();
Dirty = false;
}
}
}
/// <summary>
/// Check if this region overlaps with another.
/// </summary>
/// <param name="address">Base address</param>
/// <param name="size">Size of the region</param>
/// <returns>True if overlapping, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
/// <summary>
/// Dispose the handle. Within the tracking lock, this removes references from virtual regions.
/// </summary>
public void Dispose()
{
if (_disposed)
{
throw new ObjectDisposedException(GetType().FullName);
}
_disposed = true;
lock (_tracking.TrackingLock)
{
foreach (VirtualRegion region in _regions)
{
region.RemoveHandle(this);
}
}
}
}
}