Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking
- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.
It works :)
Still a few hacks, messy things, slow things
More work in progress stuff (also move to memory project)
Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)
Move some stuff.
I think we'll eventually just put the dll and so for this in a nuget package.
Fix rebase.
[WIP] MultiRegionHandle variable size ranges
- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity
Fix rebase issue
Commit everything needed for software only tracking.
Remove native components.
Remove more native stuff.
Cleanup
Use a separate window for the background context, update opentk. (fixes linux)
Some experimental changes
Should get things working up to scratch - still need to try some things with flush/modification and res scale.
Include address with the region action.
Initial work to make range tracking work
Still a ton of bugs
Fix some issues with the new stuff.
* Fix texture flush instability
There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)
* Find the destination texture for Buffer->Texture full copy
Greatly improves performance for nvdec videos (with range tracking)
* Further improve texture tracking
* Disable Memory Tracking for view parents
This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)
The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.
* Introduce some tracking tests.
WIP
* Complete base tests.
* Add more tests for multiregion, fix existing test.
* Cleanup Part 1
* Remove unnecessary code from memory tracking
* Fix some inconsistencies with 3D texture rule.
* Add dispose tests.
* Use a background thread for the background context.
Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.
Also nerf the multithreading test a bit.
* Copy to texture with matching alignment
This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.
* Track reads for buffer copies. Synchronize new buffers before copying overlaps.
* Remove old texture flushing mechanisms.
Range tracking all the way, baby.
* Wake the background thread when disposing.
Avoids a deadlock when games are closed.
* Address Feedback 1
* Separate TextureCopy instance for background thread
Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.
* Add missing XML docs.
* Address Feedback
* Maybe I should start drinking coffee.
* Some more feedback.
* Remove flush warning, Refocus window after making background context
2020-10-16 21:18:35 +01:00
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Memory.Range
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{
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/// <summary>
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/// A range list that assumes ranges are non-overlapping, with list items that can be split in two to avoid overlaps.
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/// </summary>
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/// <typeparam name="T">Type of the range.</typeparam>
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class NonOverlappingRangeList<T> : RangeList<T> where T : INonOverlappingRange
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{
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/// <summary>
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/// Finds a list of regions that cover the desired (address, size) range.
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/// If this range starts or ends in the middle of an existing region, it is split and only the relevant part is added.
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/// If there is no matching region, or there is a gap, then new regions are created with the factory.
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/// Regions are added to the list in address ascending order.
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/// </summary>
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/// <param name="list">List to add found regions to</param>
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/// <param name="address">Start address of the search region</param>
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/// <param name="size">Size of the search region</param>
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/// <param name="factory">Factory for creating new ranges</param>
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public void GetOrAddRegions(List<T> list, ulong address, ulong size, Func<ulong, ulong, T> factory)
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{
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// (regarding the specific case this generalized function is used for)
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// A new region may be split into multiple parts if multiple virtual regions have mapped to it.
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// For instance, while a virtual mapping could cover 0-2 in physical space, the space 0-1 may have already been reserved...
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// So we need to return both the split 0-1 and 1-2 ranges.
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var results = new T[1];
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int count = FindOverlapsNonOverlapping(address, size, ref results);
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if (count == 0)
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{
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// The region is fully unmapped. Create and add it to the range list.
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T region = factory(address, size);
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list.Add(region);
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Add(region);
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}
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else
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{
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ulong lastAddress = address;
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ulong endAddress = address + size;
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for (int i = 0; i < count; i++)
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{
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T region = results[i];
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if (count == 1 && region.Address == address && region.Size == size)
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{
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// Exact match, no splitting required.
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list.Add(region);
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return;
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}
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if (lastAddress < region.Address)
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{
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// There is a gap between this region and the last. We need to fill it.
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T fillRegion = factory(lastAddress, region.Address - lastAddress);
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list.Add(fillRegion);
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Add(fillRegion);
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}
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if (region.Address < address)
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{
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// Split the region around our base address and take the high half.
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region = Split(region, address);
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}
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if (region.EndAddress > address + size)
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{
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// Split the region around our end address and take the low half.
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Split(region, address + size);
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}
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list.Add(region);
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lastAddress = region.EndAddress;
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}
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if (lastAddress < endAddress)
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{
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// There is a gap between this region and the end. We need to fill it.
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T fillRegion = factory(lastAddress, endAddress - lastAddress);
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list.Add(fillRegion);
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Add(fillRegion);
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}
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}
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}
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/// <summary>
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/// Splits a region around a target point and updates the region list.
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/// The original region's size is modified, but its address stays the same.
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/// A new region starting from the split address is added to the region list and returned.
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/// </summary>
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/// <param name="region">The region to split</param>
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/// <param name="splitAddress">The address to split with</param>
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/// <returns>The new region (high part)</returns>
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private T Split(T region, ulong splitAddress)
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{
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T newRegion = (T)region.Split(splitAddress);
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Memory: Faster Split for NonOverlappingRangeList (#4451)
I noticed that in Xenoblade 2, the game can end up spending a lot of time adding and removing tracking handles. One of the main causes of this is actually splitting existing handles, which does the following:
- Remove existing handle from list
- Update existing handle to end at split address, create new handle starting at split address
- Add updated handle (left) to list
- Add new handle (right) to list
This costs 1 deletion and 2 insertions. When there are more handles, this gets a lot more expensive, as insertions are done by copying all values to the right, and deletions by copying values to the left.
This PR simply allows it to look up the handle being split, and replace its entry with the new end address without insertion or deletion. This makes a split only cost one insertion and a binary search lookup (very cheap). This isn't all of the cost on Xenoblade 2, but it does significantly reduce it.
There might be something else to this - we could find a way to reduce the handle count for the game (merging on deletion? buffer deletion?), we could use a different structure for virtual regions, as the current one is optimal for buffer lookups which nearly always read, memory tracking has more of a balance between read/write. That's for a later date though, this was an easy improvment.
2023-02-21 09:53:38 +00:00
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Update(region);
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Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking
- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.
It works :)
Still a few hacks, messy things, slow things
More work in progress stuff (also move to memory project)
Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)
Move some stuff.
I think we'll eventually just put the dll and so for this in a nuget package.
Fix rebase.
[WIP] MultiRegionHandle variable size ranges
- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity
Fix rebase issue
Commit everything needed for software only tracking.
Remove native components.
Remove more native stuff.
Cleanup
Use a separate window for the background context, update opentk. (fixes linux)
Some experimental changes
Should get things working up to scratch - still need to try some things with flush/modification and res scale.
Include address with the region action.
Initial work to make range tracking work
Still a ton of bugs
Fix some issues with the new stuff.
* Fix texture flush instability
There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)
* Find the destination texture for Buffer->Texture full copy
Greatly improves performance for nvdec videos (with range tracking)
* Further improve texture tracking
* Disable Memory Tracking for view parents
This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)
The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.
* Introduce some tracking tests.
WIP
* Complete base tests.
* Add more tests for multiregion, fix existing test.
* Cleanup Part 1
* Remove unnecessary code from memory tracking
* Fix some inconsistencies with 3D texture rule.
* Add dispose tests.
* Use a background thread for the background context.
Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.
Also nerf the multithreading test a bit.
* Copy to texture with matching alignment
This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.
* Track reads for buffer copies. Synchronize new buffers before copying overlaps.
* Remove old texture flushing mechanisms.
Range tracking all the way, baby.
* Wake the background thread when disposing.
Avoids a deadlock when games are closed.
* Address Feedback 1
* Separate TextureCopy instance for background thread
Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.
* Add missing XML docs.
* Address Feedback
* Maybe I should start drinking coffee.
* Some more feedback.
* Remove flush warning, Refocus window after making background context
2020-10-16 21:18:35 +01:00
|
|
|
|
Add(newRegion);
|
|
|
|
|
return newRegion;
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|
|
|
|
}
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|
|
|
|
}
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|
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}
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