Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
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35 changed files with 633 additions and 684 deletions
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@ -240,28 +240,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return PteUnmapped;
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}
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/// <summary>
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/// Gets the number of mapped or reserved pages on a given region.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the region</param>
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/// <param name="maxSize">Maximum size of the data</param>
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/// <returns>Mapped size in bytes of the specified region</returns>
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internal ulong GetSubSize(ulong gpuVa, ulong maxSize)
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{
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ulong size = 0;
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while (GetPte(gpuVa + size) != PteUnmapped)
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{
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size += PageSize;
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if (size >= maxSize)
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{
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return maxSize;
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}
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}
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return size;
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}
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/// <summary>
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/// Translates a GPU virtual address to a CPU virtual address.
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/// </summary>
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@ -279,25 +257,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return baseAddress + (gpuVa & PageMask);
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}
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/// <summary>
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/// Checks if a given memory region is currently unmapped.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the region</param>
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/// <param name="size">Size in bytes of the region</param>
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/// <returns>True if the region is unmapped (free), false otherwise</returns>
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public bool IsRegionFree(ulong gpuVa, ulong size)
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{
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for (ulong offset = 0; offset < size; offset += PageSize)
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{
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if (IsPageInUse(gpuVa + offset))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Checks if a given memory page is mapped or reserved.
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/// </summary>
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