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:
Billy Laws
2020-07-14 15:15:28 +01:00
committed by ◱ PixelyIon
parent 80e7b82bad
commit b23779bda1
13 changed files with 402 additions and 20 deletions

View File

@ -0,0 +1,122 @@
// SPDX-License-Identifier: MPL-2.0
// Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/)
#include "memory_manager.h"
namespace skyline::gpu::vmm {
MemoryManager::MemoryManager() {
constexpr u64 GpuAddressSpaceSize = 1ul << 40; //!< The size of the GPU address space
constexpr u64 GpuAddressSpaceBase = 0x100000; //!< The base of the GPU address space - must be non-zero
// Create the initial chunk that will be split to create new chunks
ChunkDescriptor baseChunk(GpuAddressSpaceBase, GpuAddressSpaceSize, 0, ChunkState::Unmapped);
chunkList.push_back(baseChunk);
}
std::optional<ChunkDescriptor> MemoryManager::FindChunk(u64 size, ChunkState state) {
auto chunk = std::find_if(chunkList.begin(), chunkList.end(), [size, state] (const ChunkDescriptor& chunk) -> bool {
return chunk.size > size && chunk.state == state;
});
if (chunk != chunkList.end())
return *chunk;
return std::nullopt;
}
u64 MemoryManager::InsertChunk(const ChunkDescriptor &newChunk) {
auto chunkEnd = chunkList.end();
for (auto chunk = chunkList.begin(); chunk != chunkEnd; chunk++) {
if (chunk->CanContain(newChunk)) {
auto oldChunk = *chunk;
u64 newSize = newChunk.address - chunk->address;
u64 extension = chunk->size - newSize - newChunk.size;
if (newSize == 0) {
*chunk = newChunk;
} else {
chunk->size = newSize;
chunk = chunkList.insert(std::next(chunk), newChunk);
}
if (extension)
chunkList.insert(std::next(chunk), ChunkDescriptor(newChunk.address + newChunk.size, extension, oldChunk.cpuAddress + oldChunk.size + newChunk.size, oldChunk.state));
return newChunk.address;
} else if (chunk->address + chunk->size >= newChunk.address) {
chunk->size = (newChunk.address - chunk->address);
// Deletes all chunks that are within the chunk being inserted and split the final one
auto tailChunk = std::next(chunk);
while (tailChunk != chunkEnd) {
if (tailChunk->address + tailChunk->size >= newChunk.address + newChunk.size)
break;
tailChunk = chunkList.erase(tailChunk);
chunkEnd = chunkList.end();
}
// The given chunk is too large to fit into existing chunks
if (tailChunk == chunkEnd)
break;
u64 chunkSliceOffset = newChunk.address + newChunk.size - tailChunk->address;
tailChunk->address += chunkSliceOffset;
tailChunk->size -= chunkSliceOffset;
if (tailChunk->state == ChunkState::Mapped)
tailChunk->cpuAddress += chunkSliceOffset;
return newChunk.address;
}
}
throw exception("Failed to insert chunk into GPU address space!");
}
u64 MemoryManager::AllocateSpace(u64 size) {
size = util::AlignUp(size, constant::GpuPageSize);
auto newChunk = FindChunk(size, ChunkState::Unmapped);
if (!newChunk.has_value())
return 0;
auto chunk = newChunk.value();
chunk.size = size;
chunk.state = ChunkState::Allocated;
return InsertChunk(chunk);
}
u64 MemoryManager::AllocateFixed(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));
}
u64 MemoryManager::MapAllocated(u64 address, u64 size) {
size = util::AlignUp(size, constant::GpuPageSize);
auto mappedChunk = FindChunk(size, ChunkState::Allocated);
if (!mappedChunk.has_value())
return 0;
auto chunk = mappedChunk.value();
chunk.cpuAddress = address;
chunk.size = size;
chunk.state = ChunkState::Mapped;
return InsertChunk(chunk);
}
u64 MemoryManager::MapFixed(u64 address, u64 cpuAddress, u64 size) {
if ((address & (constant::GpuPageSize - 1)) != 0)
return 0;
size = util::AlignUp(size, constant::GpuPageSize);
return InsertChunk(ChunkDescriptor(address, size, cpuAddress, ChunkState::Mapped));
}
}