GPU: Use a bitmap to track buffer modified flags. (#3775)
* Initial implementation * Some improvements. * Fix incorrect cast * Performance improvement and improved correctness * Add very fast path when all handles are checked. * Slightly faster * Add comment * De-virtualize region handle All region handles are now bitmap backed. * Remove non-bitmap tracking * Remove unused methods * Add docs, remove unused methods * Address Feedback * Rename file
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5 changed files with 696 additions and 74 deletions
161
Ryujinx.Memory/Tracking/ConcurrentBitmap.cs
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161
Ryujinx.Memory/Tracking/ConcurrentBitmap.cs
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using System;
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using System.Threading;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A bitmap that can be safely modified from multiple threads.
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/// </summary>
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internal class ConcurrentBitmap
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{
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public const int IntSize = 64;
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public const int IntShift = 6;
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public const int IntMask = IntSize - 1;
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/// <summary>
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/// Masks representing the bitmap. Least significant bit first, 64-bits per mask.
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/// </summary>
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public readonly long[] Masks;
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/// <summary>
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/// Create a new multithreaded bitmap.
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/// </summary>
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/// <param name="count">The number of bits to reserve</param>
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/// <param name="set">Whether the bits should be initially set or not</param>
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public ConcurrentBitmap(int count, bool set)
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{
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Masks = new long[(count + IntMask) / IntSize];
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if (set)
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{
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Array.Fill(Masks, -1L);
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}
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}
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/// <summary>
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/// Check if any bit in the bitmap is set.
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/// </summary>
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/// <returns>True if any bits are set, false otherwise</returns>
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public bool AnySet()
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{
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for (int i = 0; i < Masks.Length; i++)
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{
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if (Volatile.Read(ref Masks[i]) != 0)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Check if a bit in the bitmap is set.
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/// </summary>
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/// <param name="bit">The bit index to check</param>
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/// <returns>True if the bit is set, false otherwise</returns>
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public bool IsSet(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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return (Volatile.Read(ref Masks[wordIndex]) & wordMask) != 0;
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}
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/// <summary>
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/// Check if any bit in a range of bits in the bitmap are set. (inclusive)
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/// </summary>
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/// <param name="start">The first bit index to check</param>
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/// <param name="end">The last bit index to check</param>
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/// <returns>True if a bit is set, false otherwise</returns>
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public bool IsSet(int start, int end)
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{
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if (start == end)
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{
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return IsSet(start);
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}
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int startIndex = start >> IntShift;
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int startBit = start & IntMask;
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long startMask = -1L << startBit;
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int endIndex = end >> IntShift;
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int endBit = end & IntMask;
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long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
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long startValue = Volatile.Read(ref Masks[startIndex]);
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if (startIndex == endIndex)
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{
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return (startValue & startMask & endMask) != 0;
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}
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if ((startValue & startMask) != 0)
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{
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return true;
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}
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for (int i = startIndex + 1; i < endIndex; i++)
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{
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if (Volatile.Read(ref Masks[i]) != 0)
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{
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return true;
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}
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}
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long endValue = Volatile.Read(ref Masks[endIndex]);
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if ((endValue & endMask) != 0)
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{
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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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/// Set a bit at a specific index to either true or false.
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/// </summary>
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/// <param name="bit">The bit index to set</param>
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/// <param name="value">Whether the bit should be set or not</param>
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public void Set(int bit, bool value)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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long existing;
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long newValue;
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do
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{
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existing = Volatile.Read(ref Masks[wordIndex]);
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if (value)
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{
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newValue = existing | wordMask;
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}
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else
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{
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newValue = existing & ~wordMask;
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}
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}
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while (Interlocked.CompareExchange(ref Masks[wordIndex], newValue, existing) != existing);
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}
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/// <summary>
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/// Clear the bitmap entirely, setting all bits to 0.
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/// </summary>
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public void Clear()
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{
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for (int i = 0; i < Masks.Length; i++)
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{
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Volatile.Write(ref Masks[i], 0);
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}
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}
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}
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}
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