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https://github.com/Takiiiiiiii/strato.git
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Implement a block based GPU virtual memory manager
The GPU has it's own seperate address space to the CPU. It is able to address 40 bit addresses and accesses the system memory. A sorted vector has been used to store blocks as insertions are not very frequent.
This commit is contained in:
122
app/src/main/cpp/skyline/gpu/memory_manager.cpp
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122
app/src/main/cpp/skyline/gpu/memory_manager.cpp
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#include "memory_manager.h"
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namespace skyline::gpu::vmm {
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MemoryManager::MemoryManager() {
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constexpr u64 GpuAddressSpaceSize = 1ul << 40; //!< The size of the GPU address space
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constexpr u64 GpuAddressSpaceBase = 0x100000; //!< The base of the GPU address space - must be non-zero
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// Create the initial chunk that will be split to create new chunks
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ChunkDescriptor baseChunk(GpuAddressSpaceBase, GpuAddressSpaceSize, 0, ChunkState::Unmapped);
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chunkList.push_back(baseChunk);
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}
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std::optional<ChunkDescriptor> MemoryManager::FindChunk(u64 size, ChunkState state) {
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auto chunk = std::find_if(chunkList.begin(), chunkList.end(), [size, state] (const ChunkDescriptor& chunk) -> bool {
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return chunk.size > size && chunk.state == state;
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});
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if (chunk != chunkList.end())
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return *chunk;
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return std::nullopt;
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}
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u64 MemoryManager::InsertChunk(const ChunkDescriptor &newChunk) {
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auto chunkEnd = chunkList.end();
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for (auto chunk = chunkList.begin(); chunk != chunkEnd; chunk++) {
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if (chunk->CanContain(newChunk)) {
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auto oldChunk = *chunk;
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u64 newSize = newChunk.address - chunk->address;
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u64 extension = chunk->size - newSize - newChunk.size;
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if (newSize == 0) {
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*chunk = newChunk;
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} else {
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chunk->size = newSize;
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chunk = chunkList.insert(std::next(chunk), newChunk);
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}
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if (extension)
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chunkList.insert(std::next(chunk), ChunkDescriptor(newChunk.address + newChunk.size, extension, oldChunk.cpuAddress + oldChunk.size + newChunk.size, oldChunk.state));
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return newChunk.address;
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} else if (chunk->address + chunk->size >= newChunk.address) {
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chunk->size = (newChunk.address - chunk->address);
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// Deletes all chunks that are within the chunk being inserted and split the final one
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auto tailChunk = std::next(chunk);
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while (tailChunk != chunkEnd) {
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if (tailChunk->address + tailChunk->size >= newChunk.address + newChunk.size)
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break;
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tailChunk = chunkList.erase(tailChunk);
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chunkEnd = chunkList.end();
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}
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// The given chunk is too large to fit into existing chunks
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if (tailChunk == chunkEnd)
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break;
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u64 chunkSliceOffset = newChunk.address + newChunk.size - tailChunk->address;
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tailChunk->address += chunkSliceOffset;
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tailChunk->size -= chunkSliceOffset;
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if (tailChunk->state == ChunkState::Mapped)
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tailChunk->cpuAddress += chunkSliceOffset;
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return newChunk.address;
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}
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}
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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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size = util::AlignUp(size, constant::GpuPageSize);
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auto newChunk = FindChunk(size, ChunkState::Unmapped);
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if (!newChunk.has_value())
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return 0;
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auto chunk = newChunk.value();
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chunk.size = size;
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chunk.state = ChunkState::Allocated;
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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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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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}
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u64 MemoryManager::MapAllocated(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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if (!mappedChunk.has_value())
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return 0;
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auto chunk = mappedChunk.value();
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chunk.cpuAddress = address;
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chunk.size = size;
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chunk.state = ChunkState::Mapped;
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return InsertChunk(chunk);
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}
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u64 MemoryManager::MapFixed(u64 address, u64 cpuAddress, 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, cpuAddress, ChunkState::Mapped));
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}
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}
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101
app/src/main/cpp/skyline/gpu/memory_manager.h
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101
app/src/main/cpp/skyline/gpu/memory_manager.h
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include <common.h>
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namespace skyline {
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namespace constant {
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constexpr u64 GpuPageSize = 1 << 16; //!< The page size of the GPU address space
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}
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namespace gpu::vmm {
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/**
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* @brief This enumerates the possible states of a memory chunk
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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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Mapped //!< The chunk is mapped and a CPU side address is present
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};
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/**
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* @brief This describes a chunk of memory and all of it's individual attributes
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*/
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struct ChunkDescriptor {
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u64 address; //!< The address of the chunk in the GPU address space
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u64 size; //!< The size of the chunk in bytes
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u64 cpuAddress; //!< The address of the chunk in the CPU address space (if mapped)
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ChunkState state; //!< The state of the chunk
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ChunkDescriptor(u64 address, u64 size, u64 cpuAddress, ChunkState state) : address(address), size(size), cpuAddress(cpuAddress), state(state) {}
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/**
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* @param chunk The chunk to check
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* @return If the given chunk can be contained wholly within this chunk
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*/
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inline bool CanContain(const ChunkDescriptor& chunk) {
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return (chunk.address >= this->address) && ((this->size + this->address) >= (chunk.size + chunk.address));
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}
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};
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/**
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* @brief The MemoryManager class handles the mapping of the GPU address space
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*/
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class MemoryManager {
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private:
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std::vector<ChunkDescriptor> chunkList; //!< This vector holds all the chunk descriptors
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/**
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* @brief This finds a chunk of the specified type in the GPU address space that is larger than the given size
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* @param size The minimum size of the chunk to find
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* @param state The state desired state of the chunk to find
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* @return The first unmapped chunk in the GPU address space that fits the requested size
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*/
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std::optional<ChunkDescriptor> FindChunk(u64 size, ChunkState state);
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/**
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* @brief This inserts a chunk into the chunk list, resizing and splitting as necessary
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* @param newChunk The chunk to insert
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* @return The base virtual GPU address of the inserted chunk
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*/
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u64 InsertChunk(const ChunkDescriptor &newChunk);
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public:
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MemoryManager();
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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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* @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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/**
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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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* @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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/**
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* @brief This maps a physical CPU memory region to an automatically chosen virtual memory region
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* @param address The physical CPU address of the region to be mapped into the GPU's address space
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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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/**
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* @brief This maps a physical CPU memory region to a fixed virtual memory region
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* @param address The target virtual address of the region
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* @param cpuAddress The physical CPU address of the region to be mapped into the GPU's address space
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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 MapFixed(u64 address, u64 cpuAddress, u64 size);
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};
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}
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}
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