Initial support for separate GPU address spaces (#2394)

* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
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gdkchan 2021-06-29 14:32:02 -03:00 committed by GitHub
parent 8cc872fb60
commit fbb4019ed5
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44 changed files with 780 additions and 481 deletions

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@ -18,7 +18,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private GpuContext _context;
private readonly GpuContext _context;
private readonly PhysicalMemory _physicalMemory;
private readonly RangeList<Buffer> _buffers;
@ -32,9 +33,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
public BufferCache(GpuContext context)
/// <param name="physicalMemory">Physical memory where the cached buffers are mapped</param>
public BufferCache(GpuContext context, PhysicalMemory physicalMemory)
{
_context = context;
_physicalMemory = physicalMemory;
_buffers = new RangeList<Buffer>();
@ -53,7 +56,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
Buffer[] overlaps = new Buffer[10];
int overlapCount;
ulong address = _context.MemoryManager.Translate(e.Address);
ulong address = ((MemoryManager)sender).Translate(e.Address);
ulong size = e.Size;
lock (_buffers)
@ -71,17 +74,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>CPU virtual address of the buffer, after address translation</returns>
public ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
public ulong TranslateAndCreateBuffer(MemoryManager memoryManager, ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
ulong address = memoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
{
@ -122,15 +126,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// The buffer lookup for this function is cached in a dictionary for quick access, which
/// accelerates common UBO updates.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
public void ForceDirty(ulong gpuVa, ulong size)
public void ForceDirty(MemoryManager memoryManager, ulong gpuVa, ulong size)
{
BufferCacheEntry result;
if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
if (!_dirtyCache.TryGetValue(gpuVa, out BufferCacheEntry result) ||
result.EndGpuAddress < gpuVa + size ||
result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa, size);
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
_dirtyCache[gpuVa] = result;
@ -179,7 +184,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
Buffer newBuffer = new Buffer(_context, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
Buffer newBuffer = new Buffer(_context, _physicalMemory, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
lock (_buffers)
{
@ -207,7 +212,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, address, size);
Buffer buffer = new Buffer(_context, _physicalMemory, address, size);
lock (_buffers)
{
@ -235,13 +240,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="srcVa">GPU virtual address of the copy source</param>
/// <param name="dstVa">GPU virtual address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>
public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
public void CopyBuffer(MemoryManager memoryManager, GpuVa srcVa, GpuVa dstVa, ulong size)
{
ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa.Pack(), size);
ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa.Pack(), size);
Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
@ -265,7 +271,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
// Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
dstBuffer.ClearModified(dstAddress, size);
_context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.GetSpan(srcAddress, (int)size));
memoryManager.Physical.WriteUntracked(dstAddress, memoryManager.Physical.GetSpan(srcAddress, (int)size));
}
}
@ -275,12 +281,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <remarks>
/// Both the address and size must be aligned to 4 bytes.
/// </remarks>
/// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
/// <param name="gpuVa">GPU virtual address of the region to clear</param>
/// <param name="size">Number of bytes to clear</param>
/// <param name="value">Value to be written into the buffer</param>
public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
public void ClearBuffer(MemoryManager memoryManager, GpuVa gpuVa, ulong size, uint value)
{
ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa.Pack(), size);
Buffer buffer = GetBuffer(address, size);