Ryujinx/Ryujinx.Graphics.Gpu/GpuContext.cs
gdkchan f77694e4f7
Implement a new physical memory manager and replace DeviceMemory (#856)
* Implement a new physical memory manager and replace DeviceMemory

* Proper generic constraints

* Fix debug build

* Add memory tests

* New CPU memory manager and general code cleanup

* Remove host memory management from CPU project, use Ryujinx.Memory instead

* Fix tests

* Document exceptions on MemoryBlock

* Fix leak on unix memory allocation

* Proper disposal of some objects on tests

* Fix JitCache not being set as initialized

* GetRef without checks for 8-bits and 16-bits CAS

* Add MemoryBlock destructor

* Throw in separate method to improve codegen

* Address PR feedback

* QueryModified improvements

* Fix memory write tracking not marking all pages as modified in some cases

* Simplify MarkRegionAsModified

* Remove XML doc for ghost param

* Add back optimization to avoid useless buffer updates

* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper

* Some nits

* Do not perform address translation when size is 0

* Address PR feedback and format NativeInterface class

* Remove ghost parameter description

* Update Ryujinx.Cpu to .NET Core 3.1

* Address PR feedback

* Fix build

* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified

* Typo
2020-05-04 08:54:50 +10:00

130 lines
3.8 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Synchronization;
using System;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU emulation context.
/// </summary>
public sealed class GpuContext : IDisposable
{
/// <summary>
/// Host renderer.
/// </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 memory accessor.
/// </summary>
public MemoryAccessor MemoryAccessor { get; }
/// <summary>
/// GPU engine methods processing.
/// </summary>
internal Methods Methods { get; }
/// <summary>
/// GPU commands FIFO.
/// </summary>
internal NvGpuFifo Fifo { get; }
/// <summary>
/// DMA pusher.
/// </summary>
public DmaPusher DmaPusher { get; }
/// <summary>
/// GPU synchronization manager.
/// </summary>
public SynchronizationManager Synchronization { get; }
/// <summary>
/// Presentation window.
/// </summary>
public Window Window { get; }
/// <summary>
/// Internal sequence number, used to avoid needless resource data updates
/// in the middle of a command buffer before synchronizations.
/// </summary>
internal int SequenceNumber { get; private set; }
private readonly Lazy<Capabilities> _caps;
/// <summary>
/// Host hardware capabilities.
/// </summary>
internal Capabilities Capabilities => _caps.Value;
/// <summary>
/// Creates a new instance of the GPU emulation context.
/// </summary>
/// <param name="renderer">Host renderer</param>
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
MemoryManager = new MemoryManager();
MemoryAccessor = new MemoryAccessor(this);
Methods = new Methods(this);
Fifo = new NvGpuFifo(this);
DmaPusher = new DmaPusher(this);
Synchronization = new SynchronizationManager();
Window = new Window(this);
_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
}
/// <summary>
/// Advances internal sequence number.
/// This forces the update of any modified GPU resource.
/// </summary>
internal void AdvanceSequence()
{
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.MemoryManager cpuMemory)
{
PhysicalMemory = new PhysicalMemory(cpuMemory);
}
/// <summary>
/// Disposes all GPU resources currently cached.
/// It's an error to push any GPU commands after disposal.
/// Additionally, the GPU commands FIFO must be empty for disposal,
/// and processing of all commands must have finished.
/// </summary>
public void Dispose()
{
Methods.ShaderCache.Dispose();
Methods.BufferManager.Dispose();
Methods.TextureManager.Dispose();
Renderer.Dispose();
}
}
}