* Clear CPU side data on GPU buffer clears
* Implement tracked fill operation that can signal other resource types except buffer
* Fix tests, add missing XML doc
* PR feedback
* Implement support for page sizes > 4KB
* Check and work around more alignment issues
* Was not meant to change this
* Use MemoryBlock.GetPageSize() value for signal handler code
* Do not take the path for private allocations if host supports 4KB pages
* Add Flags attribute on MemoryMapFlags
* Fix dirty region size with 16kb pages
Would accidentally report a size that was too high (generally 16k instead of 4k, uploading 4x as much data)
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* chore: Update tests dependencies
* Apply TSR Berry suggestion to add a GC.SuppressFinalize in MemoryBlock.cs
* Ensure we wait for the test thread to be dead on PartialUnmap
* Use platform attribute for os specific tests
* Make P/Invoke methods private
* Downgrade NUnit3TestAdapter to 4.1.0
* test: Disable warning about platform compat for ThreadLocalMap()
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
* Update readme to mention .NET 7
* infra: Migrate to .NET 7
.NET 7 is still in preview but this prepare for the release coming up
next month.
* Use Random.Shared in CreateRandom
* Move UInt128Utils.cs to Ryujinx.Common project
* Fix inverted parameters in System.UInt128 constructor
* Fix Visual Studio complains on Ryujinx.Graphics.Vic
* time: Fix missing alignment enforcement in SystemClockContext
Fixes at least Smash
* time: Fix missing alignment enforcement in SteadyClockContext
Fix games (like recent version of Smash) using time shared memory
* Switch to .NET 7.0.100 release
* Enable Tiered PGO
* Ensure CreateId validity requirements are meet when doing random generation
Also enforce correct packing layout for other Mii structures.
This fix a Mario Kart 8 crashes related to the default Miis.
* Initial commit with a lot of testing stuff.
* Partial Unmap Cleanup Part 1
* Fix some minor issues, hopefully windows tests.
* Disable partial unmap tests on macos for now
Weird issue.
* Goodbye magic number
* Add COMPlus_EnableAlternateStackCheck for tests
`COMPlus_EnableAlternateStackCheck` is needed for NullReferenceException handling to work on linux after registering the signal handler, due to how dotnet registers its own signal handler.
* Address some feedback
* Force retry when memory is mapped in memory tracking
This case existed before, but returning `false` no longer retries, so it would crash immediately after unprotecting the memory... Now, we return `true` to deliberately retry.
This case existed before (was just broken by this change) and I don't really want to look into fixing the issue right now. Technically, this means that on guest code partial unmaps will retry _due to this_ rather than hitting the handler. I don't expect this to cause any issues.
This should fix random crashes in Xenoblade Chronicles 2.
* Use IsRangeMapped
* Suppress MockMemoryManager.UnmapEvent warning
This event is not signalled by the mock memory manager.
* Remove 4kb mapping
* Back to the origins: Make memory manager take guest PA rather than host address once again
* Direct mapping with alias support on Windows
* Fixes and remove more of the emulated shared memory
* Linux support
* Make shared and transfer memory not depend on SharedMemoryStorage
* More efficient view mapping on Windows (no more restricted to 4KB pages at a time)
* Handle potential access violations caused by partial unmap
* Implement host mapping using shared memory on Linux
* Add new GetPhysicalAddressChecked method, used to ensure the virtual address is mapped before address translation
Also align GetRef behaviour with software memory manager
* We don't need a mirrorable memory block for software memory manager mode
* Disable memory aliasing tests while we don't have shared memory support on Mac
* Shared memory & SIGBUS handler for macOS
* Fix typo + nits + re-enable memory tests
* Set MAP_JIT_DARWIN on x86 Mac too
* Add back the address space mirror
* Only set MAP_JIT_DARWIN if we are mapping as executable
* Disable aliasing tests again (still fails on Mac)
* Fix UnmapView4KB (by not casting size to int)
* Use ref counting on memory blocks to delay closing the shared memory handle until all blocks using it are disposed
* Address PR feedback
* Make RO hold a reference to the guest process memory manager to avoid early disposal
Co-authored-by: nastys <nastys@users.noreply.github.com>
* infra: Migrate to .NET 6
* Rollback version naming change
* Workaround .NET 6 ZipArchive API issues
* ci: Switch to VS 2022 for AppVeyor
CI is now ready for .NET 6
* Suppress WebClient warning in DoUpdateWithMultipleThreads
* Attempt to workaround System.Drawing.Common changes on 6.0.0
* Change keyboard rendering from System.Drawing to ImageSharp
* Make the software keyboard renderer multithreaded
* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load
* Add fallback fonts to the keyboard renderer
* Fix warnings
* Address caian's comment
* Clean up linux workaround as it's uneeded now
* Update readme
Co-authored-by: Caian Benedicto <caianbene@gmail.com>
* Replace CacheResourceWrite with more general "precise" write
The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance.
This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced.
The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization.
I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested.
This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle)
I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing)
* Add tests.
* Add XML docs for GpuRegionHandle
* Skip UpdateProtection if only precise actions were called
This allows precise actions to skip reprotection costs.
* Return mapped buffer pointer directly for flush, WriteableRegion for textures
A few changes here to generally improve performance, even for platforms not using the persistent buffer flush.
- Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again.
- As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time.
- Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion.
Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides.
* Fix tests
* Fix array pointer for Mesa/Intel path
* Address some feedback
* Update method for getting array pointer.
This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:
- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.
`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Initial implementation of buffer flush (VERY WIP)
* Host shaders need to be rebuilt for the SSBO write flag.
* New approach with reserved regions and gl sync
* Fix a ton of buffer issues.
* Remove unused buffer unmapped behaviour
* Revert "Remove unused buffer unmapped behaviour"
This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.
* Delete modified ranges on unmap
Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.
* Cache some more delegates.
* Dispose Sync on Close
* Also create host sync for GPFifo syncpoint increment.
* Copy buffer optimization, add docs
* Fix race condition with OpenGL Sync
* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle
* Performance: Only flush individual pages of SSBO at a time
This avoids flushing large amounts of data when only a small amount is actually used.
* Signal Modified rather than flushing after clear
* Fix some docs and code style.
* Introduce a new test for tracking memory protection.
Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)
* Address Comments
* Add host sync for SetReference
This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.
* Make PageAlign static
* Re-enable read tracking, for reads.
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
* infra: Migrate to .NET 5
This migrate projects and CI to .NET 5
* Remove language version restrictions (now on 9.0 by default)
* infra: pin .NET 5 to avoid later issues
* infra: Cleanup csproj files
* infra: update dependencies
* infra: Add temporary workaround for a bug in Vector128.Create
see https://github.com/dotnet/runtime/issues/44704 for more informations
* WIP Range Tracking
- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.
It works :)
Still a few hacks, messy things, slow things
More work in progress stuff (also move to memory project)
Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)
Move some stuff.
I think we'll eventually just put the dll and so for this in a nuget package.
Fix rebase.
[WIP] MultiRegionHandle variable size ranges
- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity
Fix rebase issue
Commit everything needed for software only tracking.
Remove native components.
Remove more native stuff.
Cleanup
Use a separate window for the background context, update opentk. (fixes linux)
Some experimental changes
Should get things working up to scratch - still need to try some things with flush/modification and res scale.
Include address with the region action.
Initial work to make range tracking work
Still a ton of bugs
Fix some issues with the new stuff.
* Fix texture flush instability
There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)
* Find the destination texture for Buffer->Texture full copy
Greatly improves performance for nvdec videos (with range tracking)
* Further improve texture tracking
* Disable Memory Tracking for view parents
This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)
The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.
* Introduce some tracking tests.
WIP
* Complete base tests.
* Add more tests for multiregion, fix existing test.
* Cleanup Part 1
* Remove unnecessary code from memory tracking
* Fix some inconsistencies with 3D texture rule.
* Add dispose tests.
* Use a background thread for the background context.
Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.
Also nerf the multithreading test a bit.
* Copy to texture with matching alignment
This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.
* Track reads for buffer copies. Synchronize new buffers before copying overlaps.
* Remove old texture flushing mechanisms.
Range tracking all the way, baby.
* Wake the background thread when disposing.
Avoids a deadlock when games are closed.
* Address Feedback 1
* Separate TextureCopy instance for background thread
Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.
* Add missing XML docs.
* Address Feedback
* Maybe I should start drinking coffee.
* Some more feedback.
* Remove flush warning, Refocus window after making background context
* 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