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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gdkchan 2021-06-29 14:32:02 -03:00 committed by GitHub
parent 8cc872fb60
commit fbb4019ed5
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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;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Gpu.Synchronization;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
@ -24,16 +26,6 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
public IRenderer Renderer { get; }
/// <summary>
/// Physical memory access (it actually accesses the process memory, not actual physical memory).
/// </summary>
internal PhysicalMemory PhysicalMemory { get; private set; }
/// <summary>
/// GPU memory manager.
/// </summary>
public MemoryManager MemoryManager { get; }
/// <summary>
/// GPU engine methods processing.
/// </summary>
@ -73,11 +65,14 @@ namespace Ryujinx.Graphics.Gpu
internal List<Action> SyncActions { get; }
/// <summary>
/// Queue with closed channels for deferred disposal from the render thread.
/// Queue with deferred actions that must run on the render thread.
/// </summary>
internal Queue<GpuChannel> DisposedChannels { get; }
internal Queue<Action> DeferredActions { get; }
private readonly Lazy<Capabilities> _caps;
/// <summary>
/// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
/// </summary>
internal ConcurrentDictionary<long, PhysicalMemory> PhysicalMemoryRegistry { get; }
/// <summary>
/// Host hardware capabilities.
@ -87,11 +82,9 @@ namespace Ryujinx.Graphics.Gpu
/// <summary>
/// Event for signalling shader cache loading progress.
/// </summary>
public event Action<Shader.ShaderCacheState, int, int> ShaderCacheStateChanged
{
add => Methods.ShaderCache.ShaderCacheStateChanged += value;
remove => Methods.ShaderCache.ShaderCacheStateChanged -= value;
}
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
private readonly Lazy<Capabilities> _caps;
/// <summary>
/// Creates a new instance of the GPU emulation context.
@ -101,8 +94,6 @@ namespace Ryujinx.Graphics.Gpu
{
Renderer = renderer;
MemoryManager = new MemoryManager(this);
Methods = new Methods(this);
GPFifo = new GPFifoDevice(this);
@ -111,20 +102,83 @@ namespace Ryujinx.Graphics.Gpu
Window = new Window(this);
_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
HostInitalized = new ManualResetEvent(false);
SyncActions = new List<Action>();
DisposedChannels = new Queue<GpuChannel>();
DeferredActions = new Queue<Action>();
PhysicalMemoryRegistry = new ConcurrentDictionary<long, PhysicalMemory>();
_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
}
/// <summary>
/// Creates a new GPU channel.
/// </summary>
/// <returns>The GPU channel</returns>
public GpuChannel CreateChannel()
{
return new GpuChannel(this);
}
/// <summary>
/// Creates a new GPU memory manager.
/// </summary>
/// <param name="pid">ID of the process that owns the memory manager</param>
/// <returns>The memory manager</returns>
/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
public MemoryManager CreateMemoryManager(long pid)
{
if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
{
throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
}
return new MemoryManager(physicalMemory);
}
/// <summary>
/// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
/// </summary>
/// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
/// <param name="cpuMemory">Virtual memory owned by the process</param>
/// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
public void RegisterProcess(long pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
{
var physicalMemory = new PhysicalMemory(this, cpuMemory);
if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
{
throw new ArgumentException("The PID was already registered", nameof(pid));
}
physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
}
/// <summary>
/// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
/// </summary>
/// <param name="pid">ID of the process</param>
public void UnregisterProcess(long pid)
{
if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
{
physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
physicalMemory.Dispose();
}
}
/// <summary>
/// Shader cache state update handler.
/// </summary>
/// <param name="state">Current state of the shader cache load process</param>
/// <param name="current">Number of the current shader being processed</param>
/// <param name="total">Total number of shaders to process</param>
private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
{
ShaderCacheStateChanged?.Invoke(state, current, total);
}
/// <summary>
/// Initialize the GPU shader cache.
/// </summary>
@ -132,7 +186,10 @@ namespace Ryujinx.Graphics.Gpu
{
HostInitalized.WaitOne();
Methods.ShaderCache.Initialize();
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.ShaderCache.Initialize();
}
}
/// <summary>
@ -144,16 +201,6 @@ namespace Ryujinx.Graphics.Gpu
SequenceNumber++;
}
/// <summary>
/// Sets the process memory manager, after the application process is initialized.
/// This is required for any GPU memory access.
/// </summary>
/// <param name="cpuMemory">CPU memory manager</param>
public void SetVmm(Cpu.IVirtualMemoryManagerTracked cpuMemory)
{
PhysicalMemory = new PhysicalMemory(cpuMemory);
}
/// <summary>
/// Registers an action to be performed the next time a syncpoint is incremented.
/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
@ -186,14 +233,14 @@ namespace Ryujinx.Graphics.Gpu
}
/// <summary>
/// Performs deferred disposal of closed channels.
/// This must only be called from the render thread.
/// Performs deferred actions.
/// This is useful for actions that must run on the render thread, such as resource disposal.
/// </summary>
internal void DisposePendingChannels()
internal void RunDeferredActions()
{
while (DisposedChannels.TryDequeue(out GpuChannel channel))
while (DeferredActions.TryDequeue(out Action action))
{
channel.Destroy();
action();
}
}
@ -205,15 +252,19 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
public void Dispose()
{
DisposePendingChannels();
Methods.ShaderCache.Dispose();
Methods.BufferCache.Dispose();
Methods.TextureCache.Dispose();
Renderer.Dispose();
GPFifo.Dispose();
HostInitalized.Dispose();
PhysicalMemory.Dispose();
// Has to be disposed before processing deferred actions, as it will produce some.
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.Dispose();
}
PhysicalMemoryRegistry.Clear();
RunDeferredActions();
}
}
}