using Ryujinx.Common.Pools;
using Ryujinx.Memory.Range;
using System;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
///
/// A range within a buffer that has been modified by the GPU.
///
class BufferModifiedRange : IRange
{
///
/// Start address of the range in guest memory.
///
public ulong Address { get; }
///
/// Size of the range in bytes.
///
public ulong Size { get; }
///
/// End address of the range in guest memory.
///
public ulong EndAddress => Address + Size;
///
/// The GPU sync number at the time of the last modification.
///
public ulong SyncNumber { get; internal set; }
///
/// Creates a new instance of a modified range.
///
/// Start address of the range
/// Size of the range in bytes
/// The GPU sync number at the time of creation
public BufferModifiedRange(ulong address, ulong size, ulong syncNumber)
{
Address = address;
Size = size;
SyncNumber = syncNumber;
}
///
/// Checks if a given range overlaps with the modified range.
///
/// Start address of the range
/// Size in bytes of the range
/// True if the range overlaps, false otherwise
public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
}
///
/// A structure used to track GPU modified ranges within a buffer.
///
class BufferModifiedRangeList : RangeList
{
private GpuContext _context;
private object _lock = new object();
///
/// Creates a new instance of a modified range list.
///
/// GPU context that the buffer range list belongs to
public BufferModifiedRangeList(GpuContext context)
{
_context = context;
}
///
/// Given an input range, calls the given action with sub-ranges which exclude any of the modified regions.
///
/// Start address of the query range
/// Size of the query range in bytes
/// Action to perform for each remaining sub-range of the input range
public void ExcludeModifiedRegions(ulong address, ulong size, Action action)
{
lock (_lock)
{
// Slices a given region using the modified regions in the list. Calls the action for the new slices.
ref var overlaps = ref ThreadStaticArray.Get();
int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
for (int i = 0; i < count; i++)
{
BufferModifiedRange overlap = overlaps[i];
if (overlap.Address > address)
{
// The start of the remaining region is uncovered by this overlap. Call the action for it.
action(address, overlap.Address - address);
}
// Remaining region is after this overlap.
size -= overlap.EndAddress - address;
address = overlap.EndAddress;
}
if ((long)size > 0)
{
// If there is any region left after removing the overlaps, signal it.
action(address, size);
}
}
}
///
/// Signal that a region of the buffer has been modified, and add the new region to the range list.
/// Any overlapping ranges will be (partially) removed.
///
/// Start address of the modified region
/// Size of the modified region in bytes
public void SignalModified(ulong address, ulong size)
{
// Must lock, as this can affect flushes from the background thread.
lock (_lock)
{
// We may overlap with some existing modified regions. They must be cut into by the new entry.
ref var overlaps = ref ThreadStaticArray.Get();
int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
ulong endAddress = address + size;
ulong syncNumber = _context.SyncNumber;
for (int i = 0; i < count; i++)
{
// The overlaps must be removed or split.
BufferModifiedRange overlap = overlaps[i];
if (overlap.Address == address && overlap.Size == size)
{
// Region already exists. Just update the existing sync number.
overlap.SyncNumber = syncNumber;
return;
}
Remove(overlap);
if (overlap.Address < address && overlap.EndAddress > address)
{
// A split item must be created behind this overlap.
Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber));
}
if (overlap.Address < endAddress && overlap.EndAddress > endAddress)
{
// A split item must be created after this overlap.
Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber));
}
}
Add(new BufferModifiedRange(address, size, syncNumber));
}
}
///
/// Gets modified ranges within the specified region, and then fires the given action for each range individually.
///
/// Start address to query
/// Size to query
/// The action to call for each modified range
public void GetRanges(ulong address, ulong size, Action rangeAction)
{
int count = 0;
ref var overlaps = ref ThreadStaticArray.Get();
// Range list must be consistent for this operation.
lock (_lock)
{
count = FindOverlapsNonOverlapping(address, size, ref overlaps);
}
for (int i = 0; i < count; i++)
{
BufferModifiedRange overlap = overlaps[i];
rangeAction(overlap.Address, overlap.Size);
}
}
///
/// Queries if a range exists within the specified region.
///
/// Start address to query
/// Size to query
/// True if a range exists in the specified region, false otherwise
public bool HasRange(ulong address, ulong size)
{
// Range list must be consistent for this operation.
lock (_lock)
{
return FindOverlapsNonOverlapping(address, size, ref ThreadStaticArray.Get()) > 0;
}
}
///
/// Gets modified ranges within the specified region, waits on ones from a previous sync number,
/// and then fires the given action for each range individually.
///
///
/// This function assumes it is called from the background thread.
/// Modifications from the current sync number are ignored because the guest should not expect them to be available yet.
/// They will remain reserved, so that any data sync prioritizes the data in the GPU.
///
/// Start address to query
/// Size to query
/// The action to call for each modified range
public void WaitForAndGetRanges(ulong address, ulong size, Action rangeAction)
{
ulong endAddress = address + size;
ulong currentSync = _context.SyncNumber;
int rangeCount = 0;
ref var overlaps = ref ThreadStaticArray.Get();
// Range list must be consistent for this operation
lock (_lock)
{
rangeCount = FindOverlapsNonOverlapping(address, size, ref overlaps);
}
if (rangeCount == 0)
{
return;
}
// First, determine which syncpoint to wait on.
// This is the latest syncpoint that is not equal to the current sync.
long highestDiff = long.MinValue;
for (int i = 0; i < rangeCount; i++)
{
BufferModifiedRange overlap = overlaps[i];
long diff = (long)(overlap.SyncNumber - currentSync);
if (diff < 0 && diff > highestDiff)
{
highestDiff = diff;
}
}
if (highestDiff == long.MinValue)
{
return;
}
// Wait for the syncpoint.
_context.Renderer.WaitSync(currentSync + (ulong)highestDiff);
// Flush and remove all regions with the older syncpoint.
lock (_lock)
{
for (int i = 0; i < rangeCount; i++)
{
BufferModifiedRange overlap = overlaps[i];
long diff = (long)(overlap.SyncNumber - currentSync);
if (diff <= highestDiff)
{
ulong clampAddress = Math.Max(address, overlap.Address);
ulong clampEnd = Math.Min(endAddress, overlap.EndAddress);
ClearPart(overlap, clampAddress, clampEnd);
rangeAction(clampAddress, clampEnd - clampAddress);
}
}
}
}
///
/// Inherit ranges from another modified range list.
///
/// The range list to inherit from
/// The action to call for each modified range
public void InheritRanges(BufferModifiedRangeList ranges, Action rangeAction)
{
BufferModifiedRange[] inheritRanges;
lock (ranges._lock)
{
inheritRanges = ranges.ToArray();
}
lock (_lock)
{
foreach (BufferModifiedRange range in inheritRanges)
{
Add(range);
}
}
ulong currentSync = _context.SyncNumber;
foreach (BufferModifiedRange range in inheritRanges)
{
if (range.SyncNumber != currentSync)
{
rangeAction(range.Address, range.Size);
}
}
}
private void ClearPart(BufferModifiedRange overlap, ulong address, ulong endAddress)
{
Remove(overlap);
// If the overlap extends outside of the clear range, make sure those parts still exist.
if (overlap.Address < address)
{
Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber));
}
if (overlap.EndAddress > endAddress)
{
Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber));
}
}
///
/// Clear modified ranges within the specified area.
///
/// Start address to clear
/// Size to clear
public void Clear(ulong address, ulong size)
{
lock (_lock)
{
// This function can be called from any thread, so it cannot use the arrays for background or foreground.
BufferModifiedRange[] toClear = new BufferModifiedRange[1];
int rangeCount = FindOverlapsNonOverlapping(address, size, ref toClear);
ulong endAddress = address + size;
for (int i = 0; i < rangeCount; i++)
{
BufferModifiedRange overlap = toClear[i];
ClearPart(overlap, address, endAddress);
}
}
}
///
/// Clear all modified ranges.
///
public void Clear()
{
lock (_lock)
{
Items.Clear();
}
}
}
}