// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/alignment.h"
#include "common/assert.h"
#include "common/logging/log.h"
#include "core/memory.h"
#include "video_core/memory_manager.h"
namespace Tegra {
MemoryManager::MemoryManager() {
// Mark the first page as reserved, so that 0 is not a valid GPUVAddr. Otherwise, games might
// try to use 0 as a valid address, which is also used to mean nullptr. This fixes a bug with
// Undertale using 0 for a render target.
PageSlot(0) = static_cast<u64>(PageStatus::Reserved);
}
GPUVAddr MemoryManager::AllocateSpace(u64 size, u64 align) {
const std::optional<GPUVAddr> gpu_addr{FindFreeBlock(0, size, align, PageStatus::Unmapped)};
ASSERT_MSG(gpu_addr, "unable to find available GPU memory");
for (u64 offset{}; offset < size; offset += PAGE_SIZE) {
VAddr& slot{PageSlot(*gpu_addr + offset)};
ASSERT(slot == static_cast<u64>(PageStatus::Unmapped));
slot = static_cast<u64>(PageStatus::Allocated);
}
return *gpu_addr;
}
GPUVAddr MemoryManager::AllocateSpace(GPUVAddr gpu_addr, u64 size, u64 align) {
for (u64 offset{}; offset < size; offset += PAGE_SIZE) {
VAddr& slot{PageSlot(gpu_addr + offset)};
ASSERT(slot == static_cast<u64>(PageStatus::Unmapped));
slot = static_cast<u64>(PageStatus::Allocated);
}
return gpu_addr;
}
GPUVAddr MemoryManager::MapBufferEx(VAddr cpu_addr, u64 size) {
const std::optional<GPUVAddr> gpu_addr{FindFreeBlock(0, size, PAGE_SIZE, PageStatus::Unmapped)};
ASSERT_MSG(gpu_addr, "unable to find available GPU memory");
for (u64 offset{}; offset < size; offset += PAGE_SIZE) {
VAddr& slot{PageSlot(*gpu_addr + offset)};
ASSERT(slot == static_cast<u64>(PageStatus::Unmapped));
slot = cpu_addr + offset;
}
const MappedRegion region{cpu_addr, *gpu_addr, size};
mapped_regions.push_back(region);
return *gpu_addr;
}
GPUVAddr MemoryManager::MapBufferEx(VAddr cpu_addr, GPUVAddr gpu_addr, u64 size) {
ASSERT((gpu_addr & PAGE_MASK) == 0);
if (PageSlot(gpu_addr) != static_cast<u64>(PageStatus::Allocated)) {
// Page has been already mapped. In this case, we must find a new area of memory to use that
// is different than the specified one. Super Mario Odyssey hits this scenario when changing
// areas, but we do not want to overwrite the old pages.
// TODO(bunnei): We need to write a hardware test to confirm this behavior.
LOG_ERROR(HW_GPU, "attempting to map addr 0x{:016X}, which is not available!", gpu_addr);
const std::optional<GPUVAddr> new_gpu_addr{
FindFreeBlock(gpu_addr, size, PAGE_SIZE, PageStatus::Allocated)};
ASSERT_MSG(new_gpu_addr, "unable to find available GPU memory");
gpu_addr = *new_gpu_addr;
}
for (u64 offset{}; offset < size; offset += PAGE_SIZE) {
VAddr& slot{PageSlot(gpu_addr + offset)};
ASSERT(slot == static_cast<u64>(PageStatus::Allocated));
slot = cpu_addr + offset;
}
const MappedRegion region{cpu_addr, gpu_addr, size};
mapped_regions.push_back(region);
return gpu_addr;
}
GPUVAddr MemoryManager::UnmapBuffer(GPUVAddr gpu_addr, u64 size) {
ASSERT((gpu_addr & PAGE_MASK) == 0);
for (u64 offset{}; offset < size; offset += PAGE_SIZE) {
VAddr& slot{PageSlot(gpu_addr + offset)};
ASSERT(slot != static_cast<u64>(PageStatus::Allocated) &&
slot != static_cast<u64>(PageStatus::Unmapped));
slot = static_cast<u64>(PageStatus::Unmapped);
}
// Delete the region mappings that are contained within the unmapped region
mapped_regions.erase(std::remove_if(mapped_regions.begin(), mapped_regions.end(),
[&](const MappedRegion& region) {
return region.gpu_addr <= gpu_addr &&
region.gpu_addr + region.size < gpu_addr + size;
}),
mapped_regions.end());
return gpu_addr;
}
GPUVAddr MemoryManager::GetRegionEnd(GPUVAddr region_start) const {
for (const auto& region : mapped_regions) {
const GPUVAddr region_end{region.gpu_addr + region.size};
if (region_start >= region.gpu_addr && region_start < region_end) {
return region_end;
}
}
return {};
}
std::optional<GPUVAddr> MemoryManager::FindFreeBlock(GPUVAddr region_start, u64 size, u64 align,
PageStatus status) {
GPUVAddr gpu_addr{region_start};
u64 free_space{};
align = (align + PAGE_MASK) & ~PAGE_MASK;
while (gpu_addr + free_space < MAX_ADDRESS) {
if (PageSlot(gpu_addr + free_space) == static_cast<u64>(status)) {
free_space += PAGE_SIZE;
if (free_space >= size) {
return gpu_addr;
}
} else {
gpu_addr += free_space + PAGE_SIZE;
free_space = 0;
gpu_addr = Common::AlignUp(gpu_addr, align);
}
}
return {};
}
std::optional<VAddr> MemoryManager::GpuToCpuAddress(GPUVAddr gpu_addr) {
const VAddr base_addr{PageSlot(gpu_addr)};
if (base_addr == static_cast<u64>(PageStatus::Allocated) ||
base_addr == static_cast<u64>(PageStatus::Unmapped) ||
base_addr == static_cast<u64>(PageStatus::Reserved)) {
return {};
}
return base_addr + (gpu_addr & PAGE_MASK);
}
u8 MemoryManager::Read8(GPUVAddr addr) {
return Memory::Read8(*GpuToCpuAddress(addr));
}
u16 MemoryManager::Read16(GPUVAddr addr) {
return Memory::Read16(*GpuToCpuAddress(addr));
}
u32 MemoryManager::Read32(GPUVAddr addr) {
return Memory::Read32(*GpuToCpuAddress(addr));
}
u64 MemoryManager::Read64(GPUVAddr addr) {
return Memory::Read64(*GpuToCpuAddress(addr));
}
void MemoryManager::Write8(GPUVAddr addr, u8 data) {
Memory::Write8(*GpuToCpuAddress(addr), data);
}
void MemoryManager::Write16(GPUVAddr addr, u16 data) {
Memory::Write16(*GpuToCpuAddress(addr), data);
}
void MemoryManager::Write32(GPUVAddr addr, u32 data) {
Memory::Write32(*GpuToCpuAddress(addr), data);
}
void MemoryManager::Write64(GPUVAddr addr, u64 data) {
Memory::Write64(*GpuToCpuAddress(addr), data);
}
u8* MemoryManager::GetPointer(GPUVAddr addr) {
return Memory::GetPointer(*GpuToCpuAddress(addr));
}
void MemoryManager::ReadBlock(GPUVAddr src_addr, void* dest_buffer, std::size_t size) {
std::memcpy(dest_buffer, GetPointer(src_addr), size);
}
void MemoryManager::WriteBlock(GPUVAddr dest_addr, const void* src_buffer, std::size_t size) {
std::memcpy(GetPointer(dest_addr), src_buffer, size);
}
void MemoryManager::CopyBlock(GPUVAddr dest_addr, GPUVAddr src_addr, std::size_t size) {
std::memcpy(GetPointer(dest_addr), GetPointer(src_addr), size);
}
VAddr& MemoryManager::PageSlot(GPUVAddr gpu_addr) {
auto& block{page_table[(gpu_addr >> (PAGE_BITS + PAGE_TABLE_BITS)) & PAGE_TABLE_MASK]};
if (!block) {
block = std::make_unique<PageBlock>();
block->fill(static_cast<VAddr>(PageStatus::Unmapped));
}
return (*block)[(gpu_addr >> PAGE_BITS) & PAGE_BLOCK_MASK];
}
} // namespace Tegra