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Ensure that all threads wait for a read tracking action to complete. (#2597)
* Lock around tracking action consume + execute. Not particularly fast. * Lock around preaction registration and use * Create a lock object * Nit
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@ -35,6 +35,7 @@ namespace Ryujinx.Memory.Tracking
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private event Action _onDirty;
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private object _preActionLock = new object();
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private RegionSignal _preAction; // Action to perform before a read or write. This will block the memory access.
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private readonly List<VirtualRegion> _regions;
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private readonly MemoryTracking _tracking;
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@ -115,17 +116,16 @@ namespace Ryujinx.Memory.Tracking
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/// <param name="write">Whether the region was written to or read</param>
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internal void Signal(ulong address, ulong size, bool write, ref IList<RegionHandle> handleIterable)
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{
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RegionSignal action = Interlocked.Exchange(ref _preAction, null);
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// If this handle was already unmapped (even if just partially),
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// then we have nothing to do until it is mapped again.
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// The pre-action should be still consumed to avoid flushing on remap.
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if (Unmapped)
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{
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Interlocked.Exchange(ref _preAction, null);
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return;
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}
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if (action != null)
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if (_preAction != null)
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{
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// Copy the handles list in case it changes when we're out of the lock.
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if (handleIterable is List<RegionHandle>)
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@ -138,7 +138,12 @@ namespace Ryujinx.Memory.Tracking
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try
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{
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action.Invoke(address, size);
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lock (_preActionLock)
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{
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_preAction?.Invoke(address, size);
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_preAction = null;
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}
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}
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finally
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{
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@ -220,14 +225,19 @@ namespace Ryujinx.Memory.Tracking
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{
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ClearVolatile();
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RegionSignal lastAction = Interlocked.Exchange(ref _preAction, action);
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if (lastAction == null && action != lastAction)
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lock (_preActionLock)
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{
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lock (_tracking.TrackingLock)
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RegionSignal lastAction = _preAction;
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_preAction = action;
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if (lastAction == null && action != lastAction)
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{
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foreach (VirtualRegion region in _regions)
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lock (_tracking.TrackingLock)
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{
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region.UpdateProtection();
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foreach (VirtualRegion region in _regions)
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{
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region.UpdateProtection();
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}
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}
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}
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}
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