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Memory changes 2.2.1 (ryubing/ryujinx!144)
See merge request ryubing/ryujinx!144
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3 changed files with 49 additions and 108 deletions
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@ -487,10 +487,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="stage">The type of usage that created the buffer</param>
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private void CreateBufferAligned(ulong address, ulong size, BufferStage stage)
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{
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Buffer newBuffer = null;
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_buffers.Lock.EnterWriteLock();
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Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(address, size);
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if (overlaps.Length > 0)
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if (overlaps.Length != 0)
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{
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// The buffer already exists. We can just return the existing buffer
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// if the buffer we need is fully contained inside the overlapping buffer.
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@ -530,13 +532,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
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address = Math.Min(address, overlaps[0].Address);
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endAddress = Math.Max(endAddress, overlaps[^1].EndAddress);
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RangeItem<Buffer>[] overlapsArray = overlaps.ToArray();
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for (int i = 0; i < overlaps.Length; i++)
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{
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anySparseCompatible |= overlaps[i].Value.SparseCompatible;
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}
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RangeItem<Buffer>[] overlapsArray = overlaps.ToArray();
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_buffers.RemoveRange(overlaps[0], overlaps[^1]);
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@ -544,22 +546,29 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ulong newSize = endAddress - address;
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Buffer newBuffer = CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlapsArray);
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_buffers.Lock.EnterWriteLock();
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_buffers.Add(newBuffer);
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newBuffer = CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlapsArray);
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}
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else
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{
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_buffers.Lock.ExitWriteLock();
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}
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}
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else
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{
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_buffers.Lock.ExitWriteLock();
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// No overlap, just create a new buffer.
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Buffer buffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible: false, []);
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_buffers.Add(buffer);
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newBuffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible: false, []);
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}
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if (newBuffer is not null)
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{
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_buffers.Lock.EnterWriteLock();
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_buffers.Add(newBuffer);
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_buffers.Lock.ExitWriteLock();
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}
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_buffers.Lock.ExitWriteLock();
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}
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/// <summary>
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@ -574,11 +583,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private void CreateBufferAligned(ulong address, ulong size, BufferStage stage, ulong alignment)
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{
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bool sparseAligned = alignment >= SparseBufferAlignmentSize;
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Buffer newBuffer = null;
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_buffers.Lock.EnterWriteLock();
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Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(address, size);
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if (overlaps.Length > 0)
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if (overlaps.Length != 0)
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{
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// If the buffer already exists, make sure if covers the entire range,
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// and make sure it is properly aligned, otherwise sparse mapping may fail.
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@ -595,19 +605,20 @@ namespace Ryujinx.Graphics.Gpu.Memory
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// overlaps more buffers, so try again after each extension
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// and ensure we cover all overlaps.
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RangeItem<Buffer> oldFirst;
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endAddress = Math.Max(endAddress, overlaps[^1].EndAddress);
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int oldOverlapCount;
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do
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{
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address = Math.Min(address, overlaps[0].Address);
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endAddress = Math.Max(endAddress, overlaps[^1].EndAddress);
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address &= ~(alignment - 1);
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oldFirst = overlaps[0];
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oldOverlapCount = overlaps.Length;
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overlaps = _buffers.FindOverlapsAsSpan(address, endAddress - address);
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}
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while (oldFirst != overlaps[0]);
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while (oldOverlapCount != overlaps.Length);
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ulong newSize = endAddress - address;
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@ -617,22 +628,29 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_buffers.Lock.ExitWriteLock();
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Buffer newBuffer = CreateBufferAligned(address, newSize, stage, sparseAligned, overlapsArray);
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_buffers.Lock.EnterWriteLock();
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_buffers.Add(newBuffer);
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newBuffer = CreateBufferAligned(address, newSize, stage, sparseAligned, overlapsArray);
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}
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else
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{
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_buffers.Lock.ExitWriteLock();
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}
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}
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else
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{
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_buffers.Lock.ExitWriteLock();
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// No overlap, just create a new buffer.
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Buffer buffer = new(_context, _physicalMemory, address, size, stage, sparseAligned, []);
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_buffers.Add(buffer);
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newBuffer = new(_context, _physicalMemory, address, size, stage, sparseAligned, []);
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}
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if (newBuffer is not null)
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{
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_buffers.Lock.EnterWriteLock();
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_buffers.Add(newBuffer);
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_buffers.Lock.ExitWriteLock();
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}
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_buffers.Lock.ExitWriteLock();
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}
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/// <summary>
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@ -879,7 +897,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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MemoryRange subRange = range.GetSubRange(i);
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Buffer subBuffer = _buffers.FindOverlapFast(subRange.Address, subRange.Size).Value;
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Buffer subBuffer = _buffers.FindOverlap(subRange.Address, subRange.Size).Value;
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subBuffer.SynchronizeMemory(subRange.Address, subRange.Size);
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@ -977,7 +995,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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if (size != 0)
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{
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Buffer buffer = _buffers.FindOverlapFast(address, size).Value;
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Buffer buffer = _buffers.FindOverlap(address, size).Value;
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if (copyBackVirtual)
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{
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