mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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ec3e848d79
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. 😌
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
118 lines
3.7 KiB
C#
118 lines
3.7 KiB
C#
using Ryujinx.Memory.Range;
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using System.Collections.Generic;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A region of virtual memory.
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/// </summary>
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class VirtualRegion : AbstractRegion
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{
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public List<RegionHandle> Handles = new List<RegionHandle>();
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private readonly MemoryTracking _tracking;
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private MemoryPermission _lastPermission;
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public VirtualRegion(MemoryTracking tracking, ulong address, ulong size, MemoryPermission lastPermission = MemoryPermission.Invalid) : base(address, size)
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{
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_lastPermission = lastPermission;
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_tracking = tracking;
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}
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public override void Signal(ulong address, ulong size, bool write)
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{
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IList<RegionHandle> handles = Handles;
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for (int i = 0; i < handles.Count; i++)
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{
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handles[i].Signal(address, size, write, ref handles);
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}
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UpdateProtection();
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}
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/// <summary>
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/// Signal that this region has been mapped or unmapped.
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/// </summary>
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/// <param name="mapped">True if the region has been mapped, false if unmapped</param>
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public void SignalMappingChanged(bool mapped)
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{
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_lastPermission = MemoryPermission.Invalid;
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foreach (RegionHandle handle in Handles)
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{
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handle.SignalMappingChanged(mapped);
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}
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}
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/// <summary>
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/// Gets the strictest permission that the child handles demand. Assumes that the tracking lock has been obtained.
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/// </summary>
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/// <returns>Protection level that this region demands</returns>
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public MemoryPermission GetRequiredPermission()
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{
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// Start with Read/Write, each handle can strip off permissions as necessary.
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// Assumes the tracking lock has already been obtained.
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MemoryPermission result = MemoryPermission.ReadAndWrite;
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foreach (var handle in Handles)
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{
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result &= handle.RequiredPermission;
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if (result == 0) return result;
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}
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return result;
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}
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/// <summary>
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/// Updates the protection for this virtual region.
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/// </summary>
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public bool UpdateProtection()
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{
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MemoryPermission permission = GetRequiredPermission();
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if (_lastPermission != permission)
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{
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_tracking.ProtectVirtualRegion(this, permission);
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_lastPermission = permission;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Removes a handle from this virtual region. If there are no handles left, this virtual region is removed.
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/// </summary>
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/// <param name="handle">Handle to remove</param>
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public void RemoveHandle(RegionHandle handle)
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{
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lock (_tracking.TrackingLock)
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{
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Handles.Remove(handle);
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UpdateProtection();
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if (Handles.Count == 0)
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{
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_tracking.RemoveVirtual(this);
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}
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}
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}
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public override INonOverlappingRange Split(ulong splitAddress)
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{
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VirtualRegion newRegion = new VirtualRegion(_tracking, splitAddress, EndAddress - splitAddress, _lastPermission);
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Size = splitAddress - Address;
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// The new region inherits all of our parents.
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newRegion.Handles = new List<RegionHandle>(Handles);
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foreach (var parent in Handles)
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{
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parent.AddChild(newRegion);
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}
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return newRegion;
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}
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}
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}
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