Inherit buffer tracking handles rather than recreating on resize (#2330)
This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally: - Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance) - Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading. - Small improvement to other games, potential 1-frame stutters avoided. `ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
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11 changed files with 255 additions and 58 deletions
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Memory.Tracking
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{
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@ -18,16 +19,68 @@ namespace Ryujinx.Memory.Tracking
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public bool Dirty { get; private set; } = true;
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internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, ulong granularity)
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internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity)
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{
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_handles = new RegionHandle[size / granularity];
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Granularity = granularity;
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for (int i = 0; i < _handles.Length; i++)
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int i = 0;
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if (handles != null)
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{
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// Inherit from the handles we were given. Any gaps must be filled with new handles,
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// and old handles larger than our granularity must copy their state onto new granular handles and dispose.
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// It is assumed that the provided handles do not overlap, in order, are on page boundaries,
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// and don't extend past the requested range.
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foreach (RegionHandle handle in handles)
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{
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int startIndex = (int)((handle.Address - address) / granularity);
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// Fill any gap left before this handle.
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while (i < startIndex)
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{
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RegionHandle fillHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
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fillHandle.Parent = this;
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_handles[i++] = fillHandle;
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}
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if (handle.Size == granularity)
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{
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handle.Parent = this;
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_handles[i++] = handle;
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}
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else
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{
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int endIndex = (int)((handle.EndAddress - address) / granularity);
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while (i < endIndex)
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{
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RegionHandle splitHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
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splitHandle.Parent = this;
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splitHandle.Reprotect(handle.Dirty);
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RegionSignal signal = handle.PreAction;
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if (signal != null)
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{
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splitHandle.RegisterAction(signal);
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}
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_handles[i++] = splitHandle;
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}
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handle.Dispose();
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}
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}
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}
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// Fill any remaining space with new handles.
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while (i < _handles.Length)
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{
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RegionHandle handle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
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handle.Parent = this;
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_handles[i] = handle;
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_handles[i++] = handle;
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}
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Address = address;
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@ -48,6 +101,11 @@ namespace Ryujinx.Memory.Tracking
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}
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}
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public IEnumerable<RegionHandle> GetHandles()
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{
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return _handles;
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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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