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Diffstat (limited to 'Ryujinx.Graphics.Gpu/GpuContext.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/GpuContext.cs139
1 files changed, 95 insertions, 44 deletions
diff --git a/Ryujinx.Graphics.Gpu/GpuContext.cs b/Ryujinx.Graphics.Gpu/GpuContext.cs
index 2ba832bb..7fae249e 100644
--- a/Ryujinx.Graphics.Gpu/GpuContext.cs
+++ b/Ryujinx.Graphics.Gpu/GpuContext.cs
@@ -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;
@@ -25,16 +27,6 @@ namespace Ryujinx.Graphics.Gpu
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>
internal Methods Methods { get; }
@@ -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);
@@ -111,28 +102,94 @@ 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>
public void InitializeShaderCache()
{
HostInitalized.WaitOne();
- Methods.ShaderCache.Initialize();
+ foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
+ {
+ physicalMemory.ShaderCache.Initialize();
+ }
}
/// <summary>
@@ -145,16 +202,6 @@ namespace Ryujinx.Graphics.Gpu
}
/// <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.
/// </summary>
@@ -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();
}
}
} \ No newline at end of file