mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 12:46:41 +00:00
de162a648b
A quick fix to prevent reading the wrong value of Count when reregistering ranges for a new target buffer. Buffer flushes from another thread can modify the range list when the lock isn't active, which can change the count. This prevents some crashes in Pokemon Scarlet/Violet. It's probably likely that buffer migration during flush is causing some other issues in this game, but this at least prevents the crashing.
410 lines
15 KiB
C#
410 lines
15 KiB
C#
using Ryujinx.Common.Pools;
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using Ryujinx.Memory.Range;
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using System;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// A range within a buffer that has been modified by the GPU.
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/// </summary>
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class BufferModifiedRange : IRange
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{
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/// <summary>
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/// Start address of the range in guest memory.
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/// </summary>
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public ulong Address { get; }
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/// <summary>
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/// Size of the range in bytes.
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/// </summary>
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public ulong Size { get; }
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/// <summary>
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/// End address of the range in guest memory.
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/// </summary>
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public ulong EndAddress => Address + Size;
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/// <summary>
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/// The GPU sync number at the time of the last modification.
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/// </summary>
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public ulong SyncNumber { get; internal set; }
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/// <summary>
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/// Creates a new instance of a modified range.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size of the range in bytes</param>
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/// <param name="syncNumber">The GPU sync number at the time of creation</param>
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public BufferModifiedRange(ulong address, ulong size, ulong syncNumber)
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{
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Address = address;
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Size = size;
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SyncNumber = syncNumber;
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}
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/// <summary>
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/// Checks if a given range overlaps with the modified range.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>True if the range overlaps, false otherwise</returns>
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public bool OverlapsWith(ulong address, ulong size)
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{
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return Address < address + size && address < EndAddress;
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}
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}
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/// <summary>
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/// A structure used to track GPU modified ranges within a buffer.
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/// </summary>
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class BufferModifiedRangeList : RangeList<BufferModifiedRange>
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{
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private const int BackingInitialSize = 8;
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private GpuContext _context;
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private object _lock = new object();
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/// <summary>
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/// Creates a new instance of a modified range list.
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/// </summary>
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/// <param name="context">GPU context that the buffer range list belongs to</param>
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public BufferModifiedRangeList(GpuContext context) : base(BackingInitialSize)
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{
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_context = context;
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}
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/// <summary>
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/// Given an input range, calls the given action with sub-ranges which exclude any of the modified regions.
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/// </summary>
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/// <param name="address">Start address of the query range</param>
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/// <param name="size">Size of the query range in bytes</param>
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/// <param name="action">Action to perform for each remaining sub-range of the input range</param>
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public void ExcludeModifiedRegions(ulong address, ulong size, Action<ulong, ulong> action)
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{
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lock (_lock)
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{
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// Slices a given region using the modified regions in the list. Calls the action for the new slices.
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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for (int i = 0; i < count; i++)
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{
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BufferModifiedRange overlap = overlaps[i];
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if (overlap.Address > address)
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{
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// The start of the remaining region is uncovered by this overlap. Call the action for it.
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action(address, overlap.Address - address);
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}
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// Remaining region is after this overlap.
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size -= overlap.EndAddress - address;
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address = overlap.EndAddress;
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}
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if ((long)size > 0)
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{
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// If there is any region left after removing the overlaps, signal it.
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action(address, size);
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}
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}
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}
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/// <summary>
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/// Signal that a region of the buffer has been modified, and add the new region to the range list.
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/// Any overlapping ranges will be (partially) removed.
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/// </summary>
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/// <param name="address">Start address of the modified region</param>
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/// <param name="size">Size of the modified region in bytes</param>
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public void SignalModified(ulong address, ulong size)
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{
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// Must lock, as this can affect flushes from the background thread.
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lock (_lock)
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{
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// We may overlap with some existing modified regions. They must be cut into by the new entry.
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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ulong endAddress = address + size;
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ulong syncNumber = _context.SyncNumber;
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for (int i = 0; i < count; i++)
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{
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// The overlaps must be removed or split.
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BufferModifiedRange overlap = overlaps[i];
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if (overlap.Address == address && overlap.Size == size)
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{
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// Region already exists. Just update the existing sync number.
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overlap.SyncNumber = syncNumber;
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return;
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}
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Remove(overlap);
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if (overlap.Address < address && overlap.EndAddress > address)
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{
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// A split item must be created behind this overlap.
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Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber));
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}
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if (overlap.Address < endAddress && overlap.EndAddress > endAddress)
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{
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// A split item must be created after this overlap.
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Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber));
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}
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}
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Add(new BufferModifiedRange(address, size, syncNumber));
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}
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}
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/// <summary>
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/// Gets modified ranges within the specified region, and then fires the given action for each range individually.
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/// </summary>
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/// <param name="address">Start address to query</param>
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/// <param name="size">Size to query</param>
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/// <param name="rangeAction">The action to call for each modified range</param>
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public void GetRanges(ulong address, ulong size, Action<ulong, ulong> rangeAction)
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{
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int count = 0;
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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// Range list must be consistent for this operation.
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lock (_lock)
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{
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count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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}
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for (int i = 0; i < count; i++)
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{
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BufferModifiedRange overlap = overlaps[i];
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rangeAction(overlap.Address, overlap.Size);
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}
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}
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/// <summary>
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/// Queries if a range exists within the specified region.
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/// </summary>
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/// <param name="address">Start address to query</param>
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/// <param name="size">Size to query</param>
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/// <returns>True if a range exists in the specified region, false otherwise</returns>
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public bool HasRange(ulong address, ulong size)
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{
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// Range list must be consistent for this operation.
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lock (_lock)
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{
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return FindOverlapsNonOverlapping(address, size, ref ThreadStaticArray<BufferModifiedRange>.Get()) > 0;
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}
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}
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/// <summary>
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/// Gets modified ranges within the specified region, waits on ones from a previous sync number,
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/// and then fires the given action for each range individually.
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/// </summary>
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/// <remarks>
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/// This function assumes it is called from the background thread.
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/// Modifications from the current sync number are ignored because the guest should not expect them to be available yet.
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/// They will remain reserved, so that any data sync prioritizes the data in the GPU.
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/// </remarks>
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/// <param name="address">Start address to query</param>
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/// <param name="size">Size to query</param>
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/// <param name="rangeAction">The action to call for each modified range</param>
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public void WaitForAndGetRanges(ulong address, ulong size, Action<ulong, ulong> rangeAction)
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{
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ulong endAddress = address + size;
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ulong currentSync = _context.SyncNumber;
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int rangeCount = 0;
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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// Range list must be consistent for this operation
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lock (_lock)
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{
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rangeCount = FindOverlapsNonOverlapping(address, size, ref overlaps);
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}
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if (rangeCount == 0)
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{
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return;
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}
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// First, determine which syncpoint to wait on.
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// This is the latest syncpoint that is not equal to the current sync.
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long highestDiff = long.MinValue;
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for (int i = 0; i < rangeCount; i++)
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{
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BufferModifiedRange overlap = overlaps[i];
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long diff = (long)(overlap.SyncNumber - currentSync);
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if (diff < 0 && diff > highestDiff)
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{
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highestDiff = diff;
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}
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}
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if (highestDiff == long.MinValue)
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{
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return;
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}
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// Wait for the syncpoint.
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_context.Renderer.WaitSync(currentSync + (ulong)highestDiff);
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// Flush and remove all regions with the older syncpoint.
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lock (_lock)
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{
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for (int i = 0; i < rangeCount; i++)
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{
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BufferModifiedRange overlap = overlaps[i];
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long diff = (long)(overlap.SyncNumber - currentSync);
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if (diff <= highestDiff)
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{
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ulong clampAddress = Math.Max(address, overlap.Address);
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ulong clampEnd = Math.Min(endAddress, overlap.EndAddress);
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ClearPart(overlap, clampAddress, clampEnd);
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rangeAction(clampAddress, clampEnd - clampAddress);
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}
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}
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}
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}
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/// <summary>
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/// Inherit ranges from another modified range list.
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/// </summary>
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/// <param name="ranges">The range list to inherit from</param>
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/// <param name="rangeAction">The action to call for each modified range</param>
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public void InheritRanges(BufferModifiedRangeList ranges, Action<ulong, ulong> rangeAction)
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{
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BufferModifiedRange[] inheritRanges;
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lock (ranges._lock)
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{
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inheritRanges = ranges.ToArray();
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}
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lock (_lock)
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{
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foreach (BufferModifiedRange range in inheritRanges)
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{
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Add(range);
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}
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}
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ulong currentSync = _context.SyncNumber;
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foreach (BufferModifiedRange range in inheritRanges)
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{
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if (range.SyncNumber != currentSync)
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{
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rangeAction(range.Address, range.Size);
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}
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}
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}
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/// <summary>
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/// Calls the given action for modified ranges that aren't from the current sync number.
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/// </summary>
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/// <param name="rangeAction">The action to call for each modified range</param>
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public void ReregisterRanges(Action<ulong, ulong> rangeAction)
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{
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ref var ranges = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count;
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// Range list must be consistent for this operation.
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lock (_lock)
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{
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count = Count;
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if (ranges.Length < count)
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{
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Array.Resize(ref ranges, count);
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}
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int i = 0;
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foreach (BufferModifiedRange range in this)
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{
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ranges[i++] = range;
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}
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}
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ulong currentSync = _context.SyncNumber;
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for (int i = 0; i < count; i++)
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{
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BufferModifiedRange range = ranges[i];
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if (range.SyncNumber != currentSync)
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{
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rangeAction(range.Address, range.Size);
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}
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}
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}
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private void ClearPart(BufferModifiedRange overlap, ulong address, ulong endAddress)
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{
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Remove(overlap);
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// If the overlap extends outside of the clear range, make sure those parts still exist.
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if (overlap.Address < address)
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{
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Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber));
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}
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if (overlap.EndAddress > endAddress)
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{
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Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber));
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}
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}
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/// <summary>
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/// Clear modified ranges within the specified area.
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/// </summary>
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/// <param name="address">Start address to clear</param>
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/// <param name="size">Size to clear</param>
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public void Clear(ulong address, ulong size)
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{
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lock (_lock)
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{
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// This function can be called from any thread, so it cannot use the arrays for background or foreground.
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BufferModifiedRange[] toClear = new BufferModifiedRange[1];
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int rangeCount = FindOverlapsNonOverlapping(address, size, ref toClear);
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ulong endAddress = address + size;
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for (int i = 0; i < rangeCount; i++)
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{
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BufferModifiedRange overlap = toClear[i];
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ClearPart(overlap, address, endAddress);
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}
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}
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}
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/// <summary>
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/// Clear all modified ranges.
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/// </summary>
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public void Clear()
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{
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lock (_lock)
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{
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Count = 0;
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}
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}
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}
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}
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