Fix reservation in GPU VMM

Rather than reserving a region so it *can* be used by MapAllocate
reserved actually prevents a region from being used by MapAllocate.
This commit is contained in:
Billy Laws 2020-08-09 16:01:38 +01:00 committed by ◱ PixelyIon
parent ade8a711fb
commit ae131502c6
3 changed files with 16 additions and 16 deletions

View File

@ -83,7 +83,7 @@ namespace skyline::gpu::vmm {
throw exception("Failed to insert chunk into GPU address space!");
}
u64 MemoryManager::AllocateSpace(u64 size) {
u64 MemoryManager::ReserveSpace(u64 size) {
size = util::AlignUp(size, constant::GpuPageSize);
auto newChunk = FindChunk(size, ChunkState::Unmapped);
if (!newChunk)
@ -91,23 +91,23 @@ namespace skyline::gpu::vmm {
auto chunk = *newChunk;
chunk.size = size;
chunk.state = ChunkState::Allocated;
chunk.state = ChunkState::Reserved;
return InsertChunk(chunk);
}
u64 MemoryManager::AllocateFixed(u64 address, u64 size) {
u64 MemoryManager::ReserveFixed(u64 address, u64 size) {
if ((address & (constant::GpuPageSize - 1)) != 0)
return 0;
size = util::AlignUp(size, constant::GpuPageSize);
return InsertChunk(ChunkDescriptor(address, size, 0, ChunkState::Allocated));
return InsertChunk(ChunkDescriptor(address, size, 0, ChunkState::Reserved));
}
u64 MemoryManager::MapAllocated(u64 address, u64 size) {
u64 MemoryManager::MapAllocate(u64 address, u64 size) {
size = util::AlignUp(size, constant::GpuPageSize);
auto mappedChunk = FindChunk(size, ChunkState::Allocated);
auto mappedChunk = FindChunk(size, ChunkState::Unmapped);
if (!mappedChunk)
return 0;
@ -139,7 +139,7 @@ namespace skyline::gpu::vmm {
if (chunk == chunkList.end())
return false;
chunk->state = ChunkState::Allocated;
chunk->state = ChunkState::Reserved;
chunk->cpuAddress = 0;
return true;

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@ -17,7 +17,7 @@ namespace skyline {
*/
enum ChunkState {
Unmapped, //!< The chunk is unmapped
Allocated, //!< The chunk is allocated but unmapped
Reserved, //!< The chunk is reserved
Mapped //!< The chunk is mapped and a CPU side address is present
};
@ -68,19 +68,19 @@ namespace skyline {
MemoryManager(const DeviceState &state);
/**
* @brief This reserves a region of the GPU address space so it can be automatically used when mapping
* @brief This reserves a region of the GPU address space so it will not be chosen automatically when mapping
* @param size The size of the region to reserve
* @return The virtual GPU base address of the region base
*/
u64 AllocateSpace(u64 size);
u64 ReserveSpace(u64 size);
/**
* @brief This reserves a fixed region of the GPU address space so it can be automatically used when mapping
* @brief This reserves a fixed region of the GPU address space so it will not be chosen automatically when mapping
* @param address The virtual base address of the region to allocate
* @param size The size of the region to allocate
* @return The virtual address of the region base
*/
u64 AllocateFixed(u64 address, u64 size);
u64 ReserveFixed(u64 address, u64 size);
/**
* @brief This maps a physical CPU memory region to an automatically chosen virtual memory region
@ -88,7 +88,7 @@ namespace skyline {
* @param size The size of the region to map
* @return The virtual address of the region base
*/
u64 MapAllocated(u64 address, u64 size);
u64 MapAllocate(u64 address, u64 size);
/**
* @brief This maps a physical CPU memory region to a fixed virtual memory region

View File

@ -37,9 +37,9 @@ namespace skyline::service::nvdrv::device {
u64 size = static_cast<u64>(region.pages) * static_cast<u64>(region.pageSize);
if (region.flags & 1)
region.offset = state.gpu->memoryManager.AllocateFixed(region.offset, size);
region.offset = state.gpu->memoryManager.ReserveFixed(region.offset, size);
else
region.offset = state.gpu->memoryManager.AllocateSpace(size);
region.offset = state.gpu->memoryManager.ReserveSpace(size);
if (region.offset == 0) {
state.logger->Warn("Failed to allocate GPU address space region!");
@ -78,7 +78,7 @@ namespace skyline::service::nvdrv::device {
if (region.flags & 1)
region.offset = state.gpu->memoryManager.MapFixed(region.offset, mapPhysicalAddress, mapSize);
else
region.offset = state.gpu->memoryManager.MapAllocated(mapPhysicalAddress, mapSize);
region.offset = state.gpu->memoryManager.MapAllocate(mapPhysicalAddress, mapSize);
if (region.offset == 0) {
state.logger->Warn("Failed to map GPU address space region!");