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Ryujinx/Ryujinx.Graphics.Gpu/Image/Pool.cs
riperiperi 8d36681bf1
Improve handling for unmapped GPU resources (#2083)
* Improve handling for unmapped GPU resources

- Fixed a memory tracking bug that would set protection on empty PTEs
- When a texture's memory is (partially) unmapped, all pool references are forcibly removed and the texture must be rediscovered to draw with it. This will also force the texture discovery to always compare the texture's range for a match.
- RegionHandles now know if they are unmapped, and automatically unset their dirty flag when unmapped.
- Partial texture sync now loads only the region of texture that has been modified. Unmapped memory tracking handles cause dirty flags for a texture group handle to be ignored.

This greatly improves the emulator's stability for newer UE4 games.

* Address feedback, fix MultiRange slice

Fixed an issue where the size of the multi-range slice would be miscalculated.

* Update Ryujinx.Memory/Range/MultiRange.cs (feedback)

Co-authored-by: Mary <thog@protonmail.com>

Co-authored-by: Mary <thog@protonmail.com>
2021-03-06 11:43:55 -03:00

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4.1 KiB
C#

using Ryujinx.Common;
using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.Gpu.Memory;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Represents a pool of GPU resources, such as samplers or textures.
/// </summary>
/// <typeparam name="T1">Type of the GPU resource</typeparam>
/// <typeparam name="T2">Type of the descriptor</typeparam>
abstract class Pool<T1, T2> : IDisposable where T2 : unmanaged
{
protected const int DescriptorSize = 0x20;
protected GpuContext Context;
protected T1[] Items;
protected T2[] DescriptorCache;
/// <summary>
/// The maximum ID value of resources on the pool (inclusive).
/// </summary>
/// <remarks>
/// The maximum amount of resources on the pool is equal to this value plus one.
/// </remarks>
public int MaximumId { get; }
/// <summary>
/// The address of the pool in guest memory.
/// </summary>
public ulong Address { get; }
/// <summary>
/// The size of the pool in bytes.
/// </summary>
public ulong Size { get; }
private readonly CpuMultiRegionHandle _memoryTracking;
private readonly Action<ulong, ulong> _modifiedDelegate;
public Pool(GpuContext context, ulong address, int maximumId)
{
Context = context;
MaximumId = maximumId;
int count = maximumId + 1;
ulong size = (ulong)(uint)count * DescriptorSize;
Items = new T1[count];
DescriptorCache = new T2[count];
Address = address;
Size = size;
_memoryTracking = context.PhysicalMemory.BeginGranularTracking(address, size);
_modifiedDelegate = RegionModified;
}
/// <summary>
/// Gets the descriptor for a given ID.
/// </summary>
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
/// <returns>The descriptor</returns>
public T2 GetDescriptor(int id)
{
return Context.PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
}
/// <summary>
/// Gets the GPU resource with the given ID.
/// </summary>
/// <param name="id">ID of the resource. This is effectively a zero-based index</param>
/// <returns>The GPU resource with the given ID</returns>
public abstract T1 Get(int id);
/// <summary>
/// Synchronizes host memory with guest memory.
/// This causes invalidation of pool entries,
/// if a modification of entries by the CPU is detected.
/// </summary>
public void SynchronizeMemory()
{
_memoryTracking.QueryModified(_modifiedDelegate);
}
/// <summary>
/// Indicate that a region of the pool was modified, and must be loaded from memory.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the modified region</param>
private void RegionModified(ulong mAddress, ulong mSize)
{
if (mAddress < Address)
{
mAddress = Address;
}
ulong maxSize = Address + Size - mAddress;
if (mSize > maxSize)
{
mSize = maxSize;
}
InvalidateRangeImpl(mAddress, mSize);
}
protected abstract void InvalidateRangeImpl(ulong address, ulong size);
protected abstract void Delete(T1 item);
/// <summary>
/// Performs the disposal of all resources stored on the pool.
/// It's an error to try using the pool after disposal.
/// </summary>
public virtual void Dispose()
{
if (Items != null)
{
for (int index = 0; index < Items.Length; index++)
{
Delete(Items[index]);
}
Items = null;
}
_memoryTracking.Dispose();
}
}
}