mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 04:11:21 -08:00
cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
347 lines
13 KiB
C#
347 lines
13 KiB
C#
using Ryujinx.Cpu;
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using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Memory;
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using Ryujinx.Memory.Range;
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using Ryujinx.Memory.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Represents physical memory, accessible from the GPU.
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/// This is actually working CPU virtual addresses, of memory mapped on the application process.
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/// </summary>
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class PhysicalMemory : IDisposable
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{
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public const int PageSize = 0x1000;
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private readonly GpuContext _context;
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private IVirtualMemoryManagerTracked _cpuMemory;
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private int _referenceCount;
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/// <summary>
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/// In-memory shader cache.
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/// </summary>
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public ShaderCache ShaderCache { get; }
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/// <summary>
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/// GPU buffer manager.
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/// </summary>
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public BufferCache BufferCache { get; }
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/// <summary>
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/// GPU texture manager.
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/// </summary>
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public TextureCache TextureCache { get; }
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/// <summary>
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/// Creates a new instance of the physical memory.
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/// </summary>
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/// <param name="context">GPU context that the physical memory belongs to</param>
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/// <param name="cpuMemory">CPU memory manager of the application process</param>
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public PhysicalMemory(GpuContext context, IVirtualMemoryManagerTracked cpuMemory)
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{
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_context = context;
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_cpuMemory = cpuMemory;
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ShaderCache = new ShaderCache(context);
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BufferCache = new BufferCache(context, this);
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TextureCache = new TextureCache(context, this);
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if (cpuMemory is IRefCounted rc)
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{
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rc.IncrementReferenceCount();
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}
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_referenceCount = 1;
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}
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/// <summary>
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/// Increments the memory reference count.
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/// </summary>
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public void IncrementReferenceCount()
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{
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Interlocked.Increment(ref _referenceCount);
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}
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/// <summary>
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/// Decrements the memory reference count.
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/// </summary>
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public void DecrementReferenceCount()
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{
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if (Interlocked.Decrement(ref _referenceCount) == 0 && _cpuMemory is IRefCounted rc)
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{
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rc.DecrementReferenceCount();
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}
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}
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/// <summary>
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/// Gets a span of data from the application process.
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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 to be range</param>
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/// <param name="tracked">True if read tracking is triggered on the span</param>
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/// <returns>A read only span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(ulong address, int size, bool tracked = false)
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{
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return _cpuMemory.GetSpan(address, size, tracked);
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}
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/// <summary>
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/// Gets a span of data from the application process.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="tracked">True if read tracking is triggered on the span</param>
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/// <returns>A read only span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(MultiRange range, bool tracked = false)
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{
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if (range.Count == 1)
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{
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var singleRange = range.GetSubRange(0);
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return _cpuMemory.GetSpan(singleRange.Address, (int)singleRange.Size, tracked);
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}
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else
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{
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Span<byte> data = new byte[range.GetSize()];
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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_cpuMemory.GetSpan(currentRange.Address, size, tracked).CopyTo(data.Slice(offset, size));
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offset += size;
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}
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return data;
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}
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}
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/// <summary>
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/// Gets a writable region from the application process.
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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 to be range</param>
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/// <param name="tracked">True if write tracking is triggered on the span</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(ulong address, int size, bool tracked = false)
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{
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return _cpuMemory.GetWritableRegion(address, size, tracked);
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}
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/// <summary>
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/// Gets a writable region from GPU mapped memory.
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/// </summary>
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/// <param name="range">Range</param>
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/// <param name="tracked">True if write tracking is triggered on the span</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(MultiRange range, bool tracked = false)
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{
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if (range.Count == 1)
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{
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MemoryRange subrange = range.GetSubRange(0);
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return GetWritableRegion(subrange.Address, (int)subrange.Size, tracked);
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}
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else
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{
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Memory<byte> memory = new byte[range.GetSize()];
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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MemoryRange subrange = range.GetSubRange(i);
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GetSpan(subrange.Address, (int)subrange.Size).CopyTo(memory.Span.Slice(offset, (int)subrange.Size));
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offset += (int)subrange.Size;
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}
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return new WritableRegion(new MultiRangeWritableBlock(range, this), 0, memory, tracked);
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}
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}
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/// <summary>
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/// Reads data from the application process.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="address">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong address) where T : unmanaged
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{
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return _cpuMemory.Read<T>(address);
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}
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/// <summary>
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/// Reads data from the application process, with write tracking.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="address">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T ReadTracked<T>(ulong address) where T : unmanaged
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{
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return _cpuMemory.ReadTracked<T>(address);
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}
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/// <summary>
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/// Writes data to the application process, triggering a precise memory tracking event.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void WriteTrackedResource(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.SignalMemoryTracking(address, (ulong)data.Length, true, precise: true);
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_cpuMemory.WriteUntracked(address, data);
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void Write(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.Write(address, data);
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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public void Write(MultiRange range, ReadOnlySpan<byte> data)
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{
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WriteImpl(range, data, _cpuMemory.Write);
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}
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/// <summary>
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/// Writes data to the application process, without any tracking.
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/// </summary>
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/// <param name="address">Address to write into</param>
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/// <param name="data">Data to be written</param>
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public void WriteUntracked(ulong address, ReadOnlySpan<byte> data)
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{
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_cpuMemory.WriteUntracked(address, data);
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}
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/// <summary>
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/// Writes data to the application process, without any tracking.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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public void WriteUntracked(MultiRange range, ReadOnlySpan<byte> data)
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{
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WriteImpl(range, data, _cpuMemory.WriteUntracked);
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}
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private delegate void WriteCallback(ulong address, ReadOnlySpan<byte> data);
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/// <summary>
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/// Writes data to the application process, using the supplied callback method.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <param name="data">Data to be written</param>
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/// <param name="writeCallback">Callback method that will perform the write</param>
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private static void WriteImpl(MultiRange range, ReadOnlySpan<byte> data, WriteCallback writeCallback)
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{
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if (range.Count == 1)
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{
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var singleRange = range.GetSubRange(0);
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writeCallback(singleRange.Address, data);
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}
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else
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{
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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int size = (int)currentRange.Size;
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writeCallback(currentRange.Address, data.Slice(offset, size));
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offset += size;
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}
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}
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <returns>The memory tracking handle</returns>
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public CpuRegionHandle BeginTracking(ulong address, ulong size)
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{
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return _cpuMemory.BeginTracking(address, size);
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region. This should be disposed when finished with.
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/// </summary>
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/// <param name="range">Ranges of physical memory where the data is located</param>
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/// <returns>The memory tracking handle</returns>
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public GpuRegionHandle BeginTracking(MultiRange range)
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{
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var cpuRegionHandles = new CpuRegionHandle[range.Count];
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for (int i = 0; i < range.Count; i++)
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{
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var currentRange = range.GetSubRange(i);
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cpuRegionHandles[i] = _cpuMemory.BeginTracking(currentRange.Address, currentRange.Size);
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}
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return new GpuRegionHandle(cpuRegionHandles);
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}
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/// <summary>
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/// Obtains a memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="handles">Handles to inherit state from or reuse</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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public CpuMultiRegionHandle BeginGranularTracking(ulong address, ulong size, IEnumerable<IRegionHandle> handles = null, ulong granularity = 4096)
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{
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return _cpuMemory.BeginGranularTracking(address, size, handles, granularity);
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}
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/// <summary>
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/// Obtains a smart memory tracking handle for the given virtual region, with a specified granularity. This should be disposed when finished with.
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/// </summary>
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/// <param name="address">CPU virtual address of the region</param>
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/// <param name="size">Size of the region</param>
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/// <param name="granularity">Desired granularity of write tracking</param>
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/// <returns>The memory tracking handle</returns>
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public CpuSmartMultiRegionHandle BeginSmartGranularTracking(ulong address, ulong size, ulong granularity = 4096)
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{
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return _cpuMemory.BeginSmartGranularTracking(address, size, granularity);
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}
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/// <summary>
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/// Release our reference to the CPU memory manager.
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/// </summary>
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public void Dispose()
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{
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_context.DeferredActions.Enqueue(Destroy);
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}
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/// <summary>
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/// Performs disposal of the host GPU caches with resources mapped on this physical memory.
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/// This must only be called from the render thread.
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/// </summary>
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private void Destroy()
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{
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ShaderCache.Dispose();
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BufferCache.Dispose();
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TextureCache.Dispose();
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DecrementReferenceCount();
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}
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}
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} |