Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel * Move physical memory instance to the memory manager, and the caches to the physical memory * PR feedback
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44 changed files with 780 additions and 481 deletions
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@ -2,8 +2,10 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading;
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@ -24,16 +26,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public IRenderer Renderer { get; }
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/// <summary>
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/// Physical memory access (it actually accesses the process memory, not actual physical memory).
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/// </summary>
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internal PhysicalMemory PhysicalMemory { get; private set; }
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/// <summary>
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/// GPU memory manager.
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/// </summary>
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public MemoryManager MemoryManager { get; }
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/// <summary>
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/// GPU engine methods processing.
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/// </summary>
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@ -73,11 +65,14 @@ namespace Ryujinx.Graphics.Gpu
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internal List<Action> SyncActions { get; }
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/// <summary>
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/// Queue with closed channels for deferred disposal from the render thread.
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/// Queue with deferred actions that must run on the render thread.
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/// </summary>
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internal Queue<GpuChannel> DisposedChannels { get; }
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internal Queue<Action> DeferredActions { get; }
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private readonly Lazy<Capabilities> _caps;
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/// <summary>
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/// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
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/// </summary>
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internal ConcurrentDictionary<long, PhysicalMemory> PhysicalMemoryRegistry { get; }
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/// <summary>
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/// Host hardware capabilities.
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@ -87,11 +82,9 @@ namespace Ryujinx.Graphics.Gpu
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/// <summary>
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/// Event for signalling shader cache loading progress.
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/// </summary>
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public event Action<Shader.ShaderCacheState, int, int> ShaderCacheStateChanged
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{
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add => Methods.ShaderCache.ShaderCacheStateChanged += value;
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remove => Methods.ShaderCache.ShaderCacheStateChanged -= value;
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}
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public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
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private readonly Lazy<Capabilities> _caps;
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/// <summary>
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/// Creates a new instance of the GPU emulation context.
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@ -101,8 +94,6 @@ namespace Ryujinx.Graphics.Gpu
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{
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Renderer = renderer;
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MemoryManager = new MemoryManager(this);
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Methods = new Methods(this);
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GPFifo = new GPFifoDevice(this);
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@ -111,20 +102,83 @@ namespace Ryujinx.Graphics.Gpu
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Window = new Window(this);
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_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
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HostInitalized = new ManualResetEvent(false);
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SyncActions = new List<Action>();
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DisposedChannels = new Queue<GpuChannel>();
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DeferredActions = new Queue<Action>();
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PhysicalMemoryRegistry = new ConcurrentDictionary<long, PhysicalMemory>();
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_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
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}
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/// <summary>
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/// Creates a new GPU channel.
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/// </summary>
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/// <returns>The GPU channel</returns>
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public GpuChannel CreateChannel()
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{
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return new GpuChannel(this);
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}
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/// <summary>
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/// Creates a new GPU memory manager.
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/// </summary>
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/// <param name="pid">ID of the process that owns the memory manager</param>
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/// <returns>The memory manager</returns>
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/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
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public MemoryManager CreateMemoryManager(long pid)
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{
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if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
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{
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throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
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}
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return new MemoryManager(physicalMemory);
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}
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/// <summary>
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/// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
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/// </summary>
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/// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
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/// <param name="cpuMemory">Virtual memory owned by the process</param>
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/// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
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public void RegisterProcess(long pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
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{
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var physicalMemory = new PhysicalMemory(this, cpuMemory);
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if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
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{
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throw new ArgumentException("The PID was already registered", nameof(pid));
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}
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physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
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}
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/// <summary>
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/// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
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/// </summary>
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/// <param name="pid">ID of the process</param>
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public void UnregisterProcess(long pid)
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{
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if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
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{
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physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
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physicalMemory.Dispose();
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}
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}
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/// <summary>
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/// Shader cache state update handler.
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/// </summary>
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/// <param name="state">Current state of the shader cache load process</param>
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/// <param name="current">Number of the current shader being processed</param>
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/// <param name="total">Total number of shaders to process</param>
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private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
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{
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ShaderCacheStateChanged?.Invoke(state, current, total);
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}
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/// <summary>
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/// Initialize the GPU shader cache.
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/// </summary>
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@ -132,7 +186,10 @@ namespace Ryujinx.Graphics.Gpu
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{
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HostInitalized.WaitOne();
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Methods.ShaderCache.Initialize();
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foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
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{
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physicalMemory.ShaderCache.Initialize();
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}
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}
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/// <summary>
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@ -144,16 +201,6 @@ namespace Ryujinx.Graphics.Gpu
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SequenceNumber++;
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}
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/// <summary>
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/// Sets the process memory manager, after the application process is initialized.
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/// This is required for any GPU memory access.
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/// </summary>
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/// <param name="cpuMemory">CPU memory manager</param>
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public void SetVmm(Cpu.IVirtualMemoryManagerTracked cpuMemory)
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{
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PhysicalMemory = new PhysicalMemory(cpuMemory);
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}
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/// <summary>
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/// Registers an action to be performed the next time a syncpoint is incremented.
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/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
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@ -186,14 +233,14 @@ namespace Ryujinx.Graphics.Gpu
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}
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/// <summary>
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/// Performs deferred disposal of closed channels.
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/// This must only be called from the render thread.
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/// Performs deferred actions.
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/// This is useful for actions that must run on the render thread, such as resource disposal.
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/// </summary>
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internal void DisposePendingChannels()
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internal void RunDeferredActions()
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{
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while (DisposedChannels.TryDequeue(out GpuChannel channel))
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while (DeferredActions.TryDequeue(out Action action))
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{
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channel.Destroy();
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action();
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}
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}
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@ -205,15 +252,19 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public void Dispose()
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{
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DisposePendingChannels();
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Methods.ShaderCache.Dispose();
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Methods.BufferCache.Dispose();
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Methods.TextureCache.Dispose();
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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PhysicalMemory.Dispose();
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// Has to be disposed before processing deferred actions, as it will produce some.
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foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
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{
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physicalMemory.Dispose();
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}
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PhysicalMemoryRegistry.Clear();
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RunDeferredActions();
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}
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}
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}
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