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https://github.com/skyline-emu/skyline.git
synced 2024-11-16 02:49:17 +01:00
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.
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@ -83,7 +83,7 @@ namespace skyline::gpu::vmm {
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throw exception("Failed to insert chunk into GPU address space!");
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}
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u64 MemoryManager::AllocateSpace(u64 size) {
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u64 MemoryManager::ReserveSpace(u64 size) {
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size = util::AlignUp(size, constant::GpuPageSize);
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auto newChunk = FindChunk(size, ChunkState::Unmapped);
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if (!newChunk)
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@ -91,23 +91,23 @@ namespace skyline::gpu::vmm {
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auto chunk = *newChunk;
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chunk.size = size;
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chunk.state = ChunkState::Allocated;
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chunk.state = ChunkState::Reserved;
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return InsertChunk(chunk);
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}
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u64 MemoryManager::AllocateFixed(u64 address, u64 size) {
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u64 MemoryManager::ReserveFixed(u64 address, u64 size) {
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if ((address & (constant::GpuPageSize - 1)) != 0)
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return 0;
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size = util::AlignUp(size, constant::GpuPageSize);
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return InsertChunk(ChunkDescriptor(address, size, 0, ChunkState::Allocated));
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return InsertChunk(ChunkDescriptor(address, size, 0, ChunkState::Reserved));
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}
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u64 MemoryManager::MapAllocated(u64 address, u64 size) {
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u64 MemoryManager::MapAllocate(u64 address, u64 size) {
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size = util::AlignUp(size, constant::GpuPageSize);
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auto mappedChunk = FindChunk(size, ChunkState::Allocated);
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auto mappedChunk = FindChunk(size, ChunkState::Unmapped);
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if (!mappedChunk)
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return 0;
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@ -139,7 +139,7 @@ namespace skyline::gpu::vmm {
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if (chunk == chunkList.end())
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return false;
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chunk->state = ChunkState::Allocated;
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chunk->state = ChunkState::Reserved;
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chunk->cpuAddress = 0;
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return true;
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@ -17,7 +17,7 @@ namespace skyline {
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*/
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enum ChunkState {
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Unmapped, //!< The chunk is unmapped
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Allocated, //!< The chunk is allocated but unmapped
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Reserved, //!< The chunk is reserved
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Mapped //!< The chunk is mapped and a CPU side address is present
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};
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@ -68,19 +68,19 @@ namespace skyline {
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MemoryManager(const DeviceState &state);
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/**
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* @brief This reserves a region of the GPU address space so it can be automatically used when mapping
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* @brief This reserves a region of the GPU address space so it will not be chosen automatically when mapping
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* @param size The size of the region to reserve
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* @return The virtual GPU base address of the region base
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*/
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u64 AllocateSpace(u64 size);
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u64 ReserveSpace(u64 size);
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/**
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* @brief This reserves a fixed region of the GPU address space so it can be automatically used when mapping
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* @brief This reserves a fixed region of the GPU address space so it will not be chosen automatically when mapping
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* @param address The virtual base address of the region to allocate
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* @param size The size of the region to allocate
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* @return The virtual address of the region base
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*/
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u64 AllocateFixed(u64 address, u64 size);
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u64 ReserveFixed(u64 address, u64 size);
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/**
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* @brief This maps a physical CPU memory region to an automatically chosen virtual memory region
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@ -88,7 +88,7 @@ namespace skyline {
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* @param size The size of the region to map
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* @return The virtual address of the region base
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*/
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u64 MapAllocated(u64 address, u64 size);
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u64 MapAllocate(u64 address, u64 size);
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/**
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* @brief This maps a physical CPU memory region to a fixed virtual memory region
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@ -37,9 +37,9 @@ namespace skyline::service::nvdrv::device {
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u64 size = static_cast<u64>(region.pages) * static_cast<u64>(region.pageSize);
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if (region.flags & 1)
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region.offset = state.gpu->memoryManager.AllocateFixed(region.offset, size);
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region.offset = state.gpu->memoryManager.ReserveFixed(region.offset, size);
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else
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region.offset = state.gpu->memoryManager.AllocateSpace(size);
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region.offset = state.gpu->memoryManager.ReserveSpace(size);
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if (region.offset == 0) {
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state.logger->Warn("Failed to allocate GPU address space region!");
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@ -78,7 +78,7 @@ namespace skyline::service::nvdrv::device {
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if (region.flags & 1)
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region.offset = state.gpu->memoryManager.MapFixed(region.offset, mapPhysicalAddress, mapSize);
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else
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region.offset = state.gpu->memoryManager.MapAllocated(mapPhysicalAddress, mapSize);
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region.offset = state.gpu->memoryManager.MapAllocate(mapPhysicalAddress, mapSize);
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if (region.offset == 0) {
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state.logger->Warn("Failed to map GPU address space region!");
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