// SPDX-License-Identifier: MPL-2.0 // Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/) #pragma once #include namespace skyline { namespace constant { constexpr u64 GpuPageSize = 1 << 16; //!< The page size of the GPU address space } namespace gpu::vmm { /** * @brief This enumerates the possible states of a memory chunk */ enum ChunkState { Unmapped, //!< The chunk is unmapped Allocated, //!< The chunk is allocated but unmapped Mapped //!< The chunk is mapped and a CPU side address is present }; /** * @brief This describes a chunk of memory and all of it's individual attributes */ struct ChunkDescriptor { u64 address; //!< The address of the chunk in the GPU address space u64 size; //!< The size of the chunk in bytes u64 cpuAddress; //!< The address of the chunk in the CPU address space (if mapped) ChunkState state; //!< The state of the chunk ChunkDescriptor(u64 address, u64 size, u64 cpuAddress, ChunkState state) : address(address), size(size), cpuAddress(cpuAddress), state(state) {} /** * @param chunk The chunk to check * @return If the given chunk can be contained wholly within this chunk */ inline bool CanContain(const ChunkDescriptor& chunk) { return (chunk.address >= this->address) && ((this->size + this->address) >= (chunk.size + chunk.address)); } }; /** * @brief The MemoryManager class handles the mapping of the GPU address space */ class MemoryManager { private: std::vector chunkList; //!< This vector holds all the chunk descriptors /** * @brief This finds a chunk of the specified type in the GPU address space that is larger than the given size * @param size The minimum size of the chunk to find * @param state The state desired state of the chunk to find * @return The first unmapped chunk in the GPU address space that fits the requested size */ std::optional FindChunk(u64 size, ChunkState state); /** * @brief This inserts a chunk into the chunk list, resizing and splitting as necessary * @param newChunk The chunk to insert * @return The base virtual GPU address of the inserted chunk */ u64 InsertChunk(const ChunkDescriptor &newChunk); public: MemoryManager(); /** * @brief This reserves a region of the GPU address space so it can be automatically used when mapping * @param size The size of the region to reserve * @return The virtual GPU base address of the region base */ u64 AllocateSpace(u64 size); /** * @brief This reserves a fixed region of the GPU address space so it can be automatically used when mapping * @param address The virtual base address of the region to allocate * @param size The size of the region to allocate * @return The virtual address of the region base */ u64 AllocateFixed(u64 address, u64 size); /** * @brief This maps a physical CPU memory region to an automatically chosen virtual memory region * @param address The physical CPU address of the region to be mapped into the GPU's address space * @param size The size of the region to map * @return The virtual address of the region base */ u64 MapAllocated(u64 address, u64 size); /** * @brief This maps a physical CPU memory region to a fixed virtual memory region * @param address The target virtual address of the region * @param cpuAddress The physical CPU address of the region to be mapped into the GPU's address space * @param size The size of the region to map * @return The virtual address of the region base */ u64 MapFixed(u64 address, u64 cpuAddress, u64 size); }; } }