See merge request ryubing/ryujinx!143
This commit is contained in:
LotP
2025-09-06 11:10:55 -05:00
parent 4c9b48b754
commit a60b2a0ba3
14 changed files with 242 additions and 239 deletions

View File

@@ -110,7 +110,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong size,
BufferStage stage,
bool sparseCompatible,
List<Buffer> baseBuffers)
RangeItem<Buffer>[] baseBuffers)
{
_context = context;
_physicalMemory = physicalMemory;
@@ -128,18 +128,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
List<IRegionHandle> baseHandles = null;
if (baseBuffers.Count != 0)
if (baseBuffers.Length != 0)
{
baseHandles = new List<IRegionHandle>();
foreach (Buffer buffer in baseBuffers)
foreach (RangeItem<Buffer> item in baseBuffers)
{
if (buffer._useGranular)
if (item.Value._useGranular)
{
baseHandles.AddRange((buffer._memoryTrackingGranular.GetHandles()));
baseHandles.AddRange((item.Value._memoryTrackingGranular.GetHandles()));
}
else
{
baseHandles.Add(buffer._memoryTracking);
baseHandles.Add(item.Value._memoryTracking);
}
}
}

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@@ -1,4 +1,5 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
@@ -56,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="parent">Parent buffer</param>
/// <param name="stage">Initial buffer stage</param>
/// <param name="baseBuffers">Buffers to inherit state from</param>
public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, List<Buffer> baseBuffers)
public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, RangeItem<Buffer>[] baseBuffers)
{
_size = (int)parent.Size;
_systemMemoryType = context.Capabilities.MemoryType;
@@ -72,7 +73,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
BufferStage storageFlags = stage & BufferStage.StorageMask;
if (parent.Size > DeviceLocalSizeThreshold && baseBuffers.Count == 0)
if (parent.Size > DeviceLocalSizeThreshold && baseBuffers.Length == 0)
{
_desiredType = BufferBackingType.DeviceMemory;
}
@@ -100,11 +101,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
// TODO: Might be nice to force atomic access to be device local for any stage.
}
if (baseBuffers.Count != 0)
if (baseBuffers.Length != 0)
{
foreach (Buffer buffer in baseBuffers)
foreach (RangeItem<Buffer> item in baseBuffers)
{
CombineState(buffer.BackingState);
CombineState(item.Value.BackingState);
}
}
}

View File

@@ -81,13 +81,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
MemoryRange subRange = range.GetSubRange(index);
_buffers.Lock.EnterReadLock();
(RangeItem<Buffer> first, RangeItem<Buffer> last) = _buffers.FindOverlaps(subRange.Address, subRange.Size);
Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(subRange.Address, subRange.Size);
RangeItem<Buffer> current = first;
while (last != null && current != last.Next)
for (int i = 0; i < overlaps.Length; i++)
{
current.Value.Unmapped(subRange.Address, subRange.Size);
current = current.Next;
overlaps[i].Value.Unmapped(subRange.Address, subRange.Size);
}
_buffers.Lock.ExitReadLock();
@@ -490,9 +488,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
private void CreateBufferAligned(ulong address, ulong size, BufferStage stage)
{
_buffers.Lock.EnterWriteLock();
(RangeItem<Buffer> first, RangeItem<Buffer> last) = _buffers.FindOverlaps(address, size);
Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(address, size);
if (first is not null)
if (overlaps.Length > 0)
{
// The buffer already exists. We can just return the existing buffer
// if the buffer we need is fully contained inside the overlapping buffer.
@@ -502,7 +500,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong endAddress = address + size;
if (first.Address > address || first.EndAddress < endAddress)
if (overlaps[0].Address > address || overlaps[0].EndAddress < endAddress)
{
bool anySparseCompatible = false;
@@ -515,39 +513,40 @@ namespace Ryujinx.Graphics.Gpu.Memory
// sequential memory.
// Allowing for 2 pages (rather than just one) is necessary to catch cases where the
// range crosses a page, and after alignment, ends having a size of 2 pages.
if (first == last &&
address >= first.Address &&
endAddress - first.EndAddress <= BufferAlignmentSize * 2)
if (overlaps.Length == 1 &&
address >= overlaps[0].Address &&
endAddress - overlaps[0].EndAddress <= BufferAlignmentSize * 2)
{
// Try to grow the buffer by 1.5x of its current size.
// This improves performance in the cases where the buffer is resized often by small amounts.
ulong existingSize = first.Value.Size;
ulong existingSize = overlaps[0].Value.Size;
ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask;
size = Math.Max(size, growthSize);
endAddress = address + size;
(first, last) = _buffers.FindOverlaps(address, size);
overlaps = _buffers.FindOverlapsAsSpan(address, size);
}
address = Math.Min(address, first.Address);
endAddress = Math.Max(endAddress, last.EndAddress);
address = Math.Min(address, overlaps[0].Address);
endAddress = Math.Max(endAddress, overlaps[^1].EndAddress);
List<Buffer> overlaps = [];
RangeItem<Buffer>[] overlapsArray = overlaps.ToArray();
RangeItem<Buffer> current = first;
while (current != last.Next)
for (int i = 0; i < overlaps.Length; i++)
{
anySparseCompatible |= current.Value.SparseCompatible;
overlaps.Add(current.Value);
_buffers.Remove(current.Value);
current = current.Next;
anySparseCompatible |= overlaps[i].Value.SparseCompatible;
}
_buffers.RemoveRange(overlaps[0], overlaps[^1]);
_buffers.Lock.ExitWriteLock();
ulong newSize = endAddress - address;
Buffer newBuffer = CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlaps);
Buffer newBuffer = CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlapsArray);
_buffers.Lock.EnterWriteLock();
_buffers.Add(newBuffer);
}
@@ -577,19 +576,19 @@ namespace Ryujinx.Graphics.Gpu.Memory
bool sparseAligned = alignment >= SparseBufferAlignmentSize;
_buffers.Lock.EnterWriteLock();
(RangeItem<Buffer> first, RangeItem<Buffer> last) = _buffers.FindOverlaps(address, size);
Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(address, size);
if (first is not null)
if (overlaps.Length > 0)
{
// If the buffer already exists, make sure if covers the entire range,
// and make sure it is properly aligned, otherwise sparse mapping may fail.
ulong endAddress = address + size;
if (first.Address > address ||
first.EndAddress < endAddress ||
(first.Address & (alignment - 1)) != 0 ||
(!first.Value.SparseCompatible && sparseAligned))
if (overlaps[0].Address > address ||
overlaps[0].EndAddress < endAddress ||
(overlaps[0].Address & (alignment - 1)) != 0 ||
(!overlaps[0].Value.SparseCompatible && sparseAligned))
{
// We need to make sure the new buffer is properly aligned.
// However, after the range is aligned, it is possible that it
@@ -597,33 +596,30 @@ namespace Ryujinx.Graphics.Gpu.Memory
// and ensure we cover all overlaps.
RangeItem<Buffer> oldFirst;
endAddress = Math.Max(endAddress, last.EndAddress);
endAddress = Math.Max(endAddress, overlaps[^1].EndAddress);
do
{
address = Math.Min(address, first.Address);
address = Math.Min(address, overlaps[0].Address);
address &= ~(alignment - 1);
oldFirst = first;
(first, last) = _buffers.FindOverlaps(address, endAddress - address);
oldFirst = overlaps[0];
overlaps = _buffers.FindOverlapsAsSpan(address, endAddress - address);
}
while (oldFirst != first);
while (oldFirst != overlaps[0]);
ulong newSize = endAddress - address;
List<Buffer> overlaps = [];
RangeItem<Buffer>[] overlapsArray = overlaps.ToArray();
RangeItem<Buffer> current = first;
while (current != last.Next)
{
overlaps.Add(current.Value);
_buffers.Remove(current.Value);
current = current.Next;
}
_buffers.RemoveRange(overlaps[0], overlaps[^1]);
Buffer newBuffer = CreateBufferAligned(address, newSize, stage, sparseAligned, overlaps);
_buffers.Lock.ExitWriteLock();
Buffer newBuffer = CreateBufferAligned(address, newSize, stage, sparseAligned, overlapsArray);
_buffers.Lock.EnterWriteLock();
_buffers.Add(newBuffer);
}
@@ -635,6 +631,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
_buffers.Add(buffer);
}
_buffers.Lock.ExitWriteLock();
}
@@ -648,13 +645,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="stage">The type of usage that created the buffer</param>
/// <param name="sparseCompatible">Indicates if the buffer can be used in a sparse buffer mapping</param>
/// <param name="overlaps">Buffers overlapping the range</param>
private Buffer CreateBufferAligned(ulong address, ulong size, BufferStage stage, bool sparseCompatible, List<Buffer> overlaps)
private Buffer CreateBufferAligned(ulong address, ulong size, BufferStage stage, bool sparseCompatible, RangeItem<Buffer>[] overlaps)
{
Buffer newBuffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible, overlaps);
for (int index = 0; index < overlaps.Count; index++)
for (int index = 0; index < overlaps.Length; index++)
{
Buffer buffer = overlaps[index];
Buffer buffer = overlaps[index].Value;
int dstOffset = (int)(buffer.Address - newBuffer.Address);
@@ -930,7 +927,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (size != 0)
{
buffer = _buffers.FindOverlapFast(address, size).Value;
buffer = _buffers.FindOverlap(address, size).Value;
buffer.CopyFromDependantVirtualBuffers();
buffer.SynchronizeMemory(address, size);

View File

@@ -80,8 +80,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
private BufferMigration _source;
private BufferModifiedRangeList _migrationTarget;
private List<RangeItem<BufferModifiedRange>> _overlaps;
/// <summary>
/// Whether the modified range list has any entries or not.
@@ -108,7 +106,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
_context = context;
_parent = parent;
_flushAction = flushAction;
_overlaps = [];
}
/// <summary>
@@ -122,12 +119,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
// Slices a given region using the modified regions in the list. Calls the action for the new slices.
Lock.EnterReadLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlaps(address, size);
Span<RangeItem<BufferModifiedRange>> overlaps = FindOverlapsAsSpan(address, size);
RangeItem<BufferModifiedRange> current = first;
while (last != null && current != last.Next)
for (int i = 0; i < overlaps.Length; i++)
{
BufferModifiedRange overlap = current.Value;
BufferModifiedRange overlap = overlaps[i].Value;
if (overlap.Address > address)
{
@@ -138,7 +134,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
// Remaining region is after this overlap.
size -= overlap.EndAddress - address;
address = overlap.EndAddress;
current = current.Next;
}
Lock.ExitReadLock();
@@ -158,12 +153,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="size">Size of the modified region in bytes</param>
public void SignalModified(ulong address, ulong size)
{
// We may overlap with some existing modified regions. They must be cut into by the new entry.
Lock.EnterWriteLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlaps(address, size);
ulong endAddress = address + size;
ulong syncNumber = _context.SyncNumber;
// We may overlap with some existing modified regions. They must be cut into by the new entry.
Lock.EnterWriteLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlapsAsNodes(address, size);
if (first is null)
{
@@ -172,8 +166,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
return;
}
if (first == last)
{
if (first.Address == address && first.EndAddress == endAddress)
@@ -260,19 +252,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
public void GetRangesAtSync(ulong address, ulong size, ulong syncNumber, Action<ulong, ulong> rangeAction)
{
Lock.EnterReadLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlaps(address, size);
Span<RangeItem<BufferModifiedRange>> overlaps = FindOverlapsAsSpan(address, size);
RangeItem<BufferModifiedRange> current = first;
while (last != null && current != last.Next)
for (int i = 0; i < overlaps.Length; i++)
{
BufferModifiedRange overlap = current.Value;
BufferModifiedRange overlap = overlaps[i].Value;
if (overlap.SyncNumber == syncNumber)
{
rangeAction(overlap.Address, overlap.Size);
}
current = current.Next;
}
Lock.ExitReadLock();
@@ -288,22 +277,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
// We use the non-span method here because keeping the lock will cause a deadlock.
Lock.EnterReadLock();
_overlaps.Clear();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlaps(address, size);
RangeItem<BufferModifiedRange> current = first;
while (last != null && current != last.Next)
{
_overlaps.Add(current);
current = current.Next;
}
RangeItem<BufferModifiedRange>[] overlaps = FindOverlapsAsArray(address, size);
Lock.ExitReadLock();
for (int i = 0; i < _overlaps.Count; i++)
for (int i = 0; i < overlaps.Length; i++)
{
BufferModifiedRange overlap = _overlaps[i].Value;
BufferModifiedRange overlap = overlaps[i].Value;
rangeAction(overlap.Address, overlap.Size);
}
}
@@ -404,8 +383,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong endAddress = address + size;
ulong currentSync = _context.SyncNumber;
List<RangeItem<BufferModifiedRange>> overlaps = [];
// Range list must be consistent for this operation
if (_migrationTarget != null)
{
@@ -416,16 +393,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
Lock.EnterWriteLock();
// We use the non-span method here because the array is partially modified by the code, which would invalidate a span.
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlaps(address, size);
RangeItem<BufferModifiedRange> current = first;
while (last != null && current != last.Next)
{
overlaps.Add(current);
current = current.Next;
}
RangeItem<BufferModifiedRange>[] overlaps = FindOverlapsAsArray(address, size);
int rangeCount = overlaps.Count;
int rangeCount = overlaps.Length;
if (rangeCount == 0)
{
@@ -582,7 +552,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
ulong endAddress = address + size;
Lock.EnterWriteLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlaps(address, size);
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlapsAsNodes(address, size);
if (first is null)
{

View File

@@ -122,7 +122,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong originalVa = gpuVa;
_virtualRanges.Lock.EnterWriteLock();
(RangeItem<VirtualRange> first, RangeItem<VirtualRange> last) = _virtualRanges.FindOverlaps(gpuVa, size);
(RangeItem<VirtualRange> first, RangeItem<VirtualRange> last) = _virtualRanges.FindOverlapsAsNodes(gpuVa, size);
if (first is not null)
{