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 13:18:35 -07:00
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A MultiRegionHandle that attempts to segment a region's handles into the regions requested
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/// to avoid iterating over granular chunks for canonically large regions.
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/// If minimum granularity is to be expected, use MultiRegionHandle.
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/// </summary>
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public class SmartMultiRegionHandle : IMultiRegionHandle
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{
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/// <summary>
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/// A list of region handles starting at each granularity size increment.
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/// </summary>
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private readonly RegionHandle[] _handles;
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private readonly ulong _address;
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private readonly ulong _granularity;
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private readonly ulong _size;
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private MemoryTracking _tracking;
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public bool Dirty { get; private set; } = true;
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internal SmartMultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, ulong granularity)
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{
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// For this multi-region handle, the handle list starts empty.
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// As regions are queried, they are added to the _handles array at their start index.
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// When a region being added overlaps another, the existing region is split.
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// A query can therefore scan multiple regions, though with no overlaps they can cover a large area.
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_tracking = tracking;
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_handles = new RegionHandle[size / granularity];
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_granularity = granularity;
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_address = address;
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_size = size;
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}
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public void SignalWrite()
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{
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Dirty = true;
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}
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POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 13:52:44 -07:00
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public void ForceDirty(ulong address, ulong size)
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{
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foreach (var handle in _handles)
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{
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if (handle != null && handle.OverlapsWith(address, size))
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{
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handle.ForceDirty();
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}
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}
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}
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2021-01-17 12:08:06 -08:00
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public void RegisterAction(RegionSignal action)
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{
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foreach (var handle in _handles)
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{
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if (handle != null)
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{
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handle?.RegisterAction((address, size) => action(handle.Address, handle.Size));
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}
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}
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}
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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 13:18:35 -07:00
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public void QueryModified(Action<ulong, ulong> modifiedAction)
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{
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if (!Dirty)
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{
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return;
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}
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Dirty = false;
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QueryModified(_address, _size, modifiedAction);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private ulong HandlesToBytes(int handles)
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{
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return (ulong)handles * _granularity;
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}
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private void SplitHandle(int handleIndex, int splitIndex)
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{
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RegionHandle handle = _handles[handleIndex];
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ulong address = _address + HandlesToBytes(handleIndex);
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ulong size = HandlesToBytes(splitIndex - handleIndex);
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// First, the target handle must be removed. Its data can still be used to determine the new handles.
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2021-01-17 12:08:06 -08:00
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RegionSignal signal = handle.PreAction;
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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 13:18:35 -07:00
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handle.Dispose();
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RegionHandle splitLow = _tracking.BeginTracking(address, size);
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splitLow.Parent = this;
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2021-01-17 12:08:06 -08:00
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if (signal != null)
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{
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splitLow.RegisterAction(signal);
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}
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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 13:18:35 -07:00
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_handles[handleIndex] = splitLow;
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RegionHandle splitHigh = _tracking.BeginTracking(address + size, handle.Size - size);
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splitHigh.Parent = this;
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2021-01-17 12:08:06 -08:00
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if (signal != null)
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{
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splitHigh.RegisterAction(signal);
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}
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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 13:18:35 -07:00
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_handles[splitIndex] = splitHigh;
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}
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private void CreateHandle(int startHandle, int lastHandle)
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{
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ulong startAddress = _address + HandlesToBytes(startHandle);
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// Scan for the first handle before us. If it's overlapping us, it must be split.
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for (int i = startHandle - 1; i >= 0; i--)
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{
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RegionHandle handle = _handles[i];
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if (handle != null)
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{
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if (handle.EndAddress > startAddress)
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{
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SplitHandle(i, startHandle);
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return; // The remainer of this handle should be filled in later on.
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}
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break;
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}
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}
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// Scan for handles after us. We should create a handle that goes up to this handle's start point, if present.
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for (int i = startHandle + 1; i <= lastHandle; i++)
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{
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RegionHandle handle = _handles[i];
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if (handle != null)
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{
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// Fill up to the found handle.
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handle = _tracking.BeginTracking(startAddress, HandlesToBytes(i - startHandle));
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handle.Parent = this;
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_handles[startHandle] = handle;
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return;
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}
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}
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// Can fill the whole range.
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_handles[startHandle] = _tracking.BeginTracking(startAddress, HandlesToBytes(1 + lastHandle - startHandle));
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_handles[startHandle].Parent = this;
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}
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public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction)
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{
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int startHandle = (int)((address - _address) / _granularity);
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int lastHandle = (int)((address + (size - 1) - _address) / _granularity);
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ulong rgStart = _address + (ulong)startHandle * _granularity;
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ulong rgSize = 0;
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ulong endAddress = _address + ((ulong)lastHandle + 1) * _granularity;
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int i = startHandle;
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while (i <= lastHandle)
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{
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RegionHandle handle = _handles[i];
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if (handle == null)
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{
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// Missing handle. A new handle must be created.
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CreateHandle(i, lastHandle);
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handle = _handles[i];
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}
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if (handle.EndAddress > endAddress)
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{
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// End address of handle is beyond the end of the search. Force a split.
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SplitHandle(i, lastHandle + 1);
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handle = _handles[i];
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}
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if (handle.Dirty)
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{
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rgSize += handle.Size;
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handle.Reprotect();
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}
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else
|
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{
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// Submit the region scanned so far as dirty
|
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if (rgSize != 0)
|
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{
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modifiedAction(rgStart, rgSize);
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rgSize = 0;
|
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|
}
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rgStart = handle.EndAddress;
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}
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i += (int)(handle.Size / _granularity);
|
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|
}
|
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|
if (rgSize != 0)
|
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|
|
{
|
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|
|
modifiedAction(rgStart, rgSize);
|
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|
|
|
}
|
|
|
|
|
}
|
|
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|
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|
|
public void QueryModified(ulong address, ulong size, Action<ulong, ulong> modifiedAction, int sequenceNumber)
|
|
|
|
|
{
|
|
|
|
|
int startHandle = (int)((address - _address) / _granularity);
|
|
|
|
|
int lastHandle = (int)((address + (size - 1) - _address) / _granularity);
|
|
|
|
|
|
|
|
|
|
ulong rgStart = _address + (ulong)startHandle * _granularity;
|
|
|
|
|
ulong rgSize = 0;
|
|
|
|
|
|
|
|
|
|
ulong endAddress = _address + ((ulong)lastHandle + 1) * _granularity;
|
|
|
|
|
|
|
|
|
|
int i = startHandle;
|
|
|
|
|
|
|
|
|
|
while (i <= lastHandle)
|
|
|
|
|
{
|
|
|
|
|
RegionHandle handle = _handles[i];
|
|
|
|
|
if (handle == null)
|
|
|
|
|
{
|
|
|
|
|
// Missing handle. A new handle must be created.
|
|
|
|
|
CreateHandle(i, lastHandle);
|
|
|
|
|
handle = _handles[i];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (handle.EndAddress > endAddress)
|
|
|
|
|
{
|
|
|
|
|
// End address of handle is beyond the end of the search. Force a split.
|
|
|
|
|
SplitHandle(i, lastHandle + 1);
|
|
|
|
|
handle = _handles[i];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (handle.Dirty && sequenceNumber != handle.SequenceNumber)
|
|
|
|
|
{
|
|
|
|
|
rgSize += handle.Size;
|
|
|
|
|
handle.Reprotect();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Submit the region scanned so far as dirty
|
|
|
|
|
if (rgSize != 0)
|
|
|
|
|
{
|
|
|
|
|
modifiedAction(rgStart, rgSize);
|
|
|
|
|
rgSize = 0;
|
|
|
|
|
}
|
|
|
|
|
rgStart = handle.EndAddress;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
handle.SequenceNumber = sequenceNumber;
|
|
|
|
|
|
|
|
|
|
i += (int)(handle.Size / _granularity);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (rgSize != 0)
|
|
|
|
|
{
|
|
|
|
|
modifiedAction(rgStart, rgSize);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Dispose()
|
|
|
|
|
{
|
|
|
|
|
foreach (var handle in _handles)
|
|
|
|
|
{
|
|
|
|
|
handle?.Dispose();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|