GPU: Fix errors handling texture remapping (#4745)

* GPU: Fix errors handling texture remapping

- Fixes an error where a pool entry and memory mapping changing at the same time could cause a texture to rebind its data from the wrong GPU VA (data swaps)
- Fixes an error where the texture pool could act on a mapping change before the mapping has actually been changed ("Unmapped" event happens before change, we need to signal it changed _after_ it completes)

TODO: remove textures from partially mapped list... if they aren't.

* Add Remap actions for handling post-mapping behaviours

* Remove unused code.

* Address feedback

* Nit
This commit is contained in:
riperiperi 2023-05-01 19:32:32 +01:00 committed by GitHub
parent 680e548022
commit 36f10df775
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 135 additions and 19 deletions

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@ -64,7 +64,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Handles removal of textures written to a memory region being unmapped.
/// Handles marking of textures written to a memory region being (partially) remapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
@ -80,26 +80,41 @@ namespace Ryujinx.Graphics.Gpu.Image
overlapCount = _textures.FindOverlaps(unmapped, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
if (overlapCount > 0)
{
overlaps[i].Unmapped(unmapped);
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(unmapped);
}
}
// If any range was previously unmapped, we also need to purge
// all partially mapped texture, as they might be fully mapped now.
for (int i = 0; i < unmapped.Count; i++)
lock (_partiallyMappedTextures)
{
if (unmapped.GetSubRange(i).Address == MemoryManager.PteUnmapped)
if (overlapCount > 0 || _partiallyMappedTextures.Count > 0)
{
lock (_partiallyMappedTextures)
e.AddRemapAction(() =>
{
foreach (var texture in _partiallyMappedTextures)
lock (_partiallyMappedTextures)
{
texture.Unmapped(unmapped);
}
}
if (overlapCount > 0)
{
for (int i = 0; i < overlapCount; i++)
{
_partiallyMappedTextures.Add(overlaps[i]);
}
}
break;
// Any texture that has been unmapped at any point or is partially unmapped
// should update their pool references after the remap completes.
MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
foreach (var texture in _partiallyMappedTextures)
{
texture.UpdatePoolMappings();
}
}
});
}
}
}
@ -1135,6 +1150,44 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
/// <summary>
/// Queries a texture's memory range and marks it as partially mapped or not.
/// Partially mapped textures re-evaluate their memory range after each time GPU memory is mapped.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="address">The virtual address of the texture</param>
/// <param name="texture">The texture to be marked</param>
/// <returns>The physical regions for the texture, found when evaluating whether the texture was partially mapped</returns>
public MultiRange UpdatePartiallyMapped(MemoryManager memoryManager, ulong address, Texture texture)
{
MultiRange range;
lock (_partiallyMappedTextures)
{
range = memoryManager.GetPhysicalRegions(address, texture.Size);
bool partiallyMapped = false;
for (int i = 0; i < range.Count; i++)
{
if (range.GetSubRange(i).Address == MemoryManager.PteUnmapped)
{
partiallyMapped = true;
break;
}
}
if (partiallyMapped)
{
_partiallyMappedTextures.Add(texture);
}
else
{
_partiallyMappedTextures.Remove(texture);
}
}
return range;
}
/// <summary>
/// Adds a texture to the short duration cache. This typically keeps it alive for two ticks.
/// </summary>