Ryujinx/Ryujinx.Graphics.Gpu/Memory/MemoryAccessor.cs

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using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// GPU mapped memory accessor.
/// </summary>
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class MemoryAccessor
{
private GpuContext _context;
/// <summary>
/// Creates a new instance of the GPU memory accessor.
/// </summary>
/// <param name="context">GPU context that the memory accessor belongs to</param>
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public MemoryAccessor(GpuContext context)
{
_context = context;
}
/// <summary>
/// Reads data from GPU mapped memory.
/// This reads as much data as possible, up to the specified maximum size.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the data is located</param>
/// <param name="maxSize">Maximum size of the data</param>
/// <returns>The data at the specified memory location</returns>
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public Span<byte> Read(ulong gpuVa, ulong maxSize)
{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
ulong size = Math.Min(_context.MemoryManager.GetSubSize(gpuVa), maxSize);
return _context.PhysicalMemory.Read(processVa, size);
}
/// <summary>
/// Reads a structure from GPU mapped memory.
/// </summary>
/// <typeparam name="T">Type of the structure</typeparam>
/// <param name="gpuVa">GPU virtual address where the strcture is located</param>
/// <returns>The structure at the specified memory location</returns>
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public T Read<T>(ulong gpuVa) where T : struct
{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
ulong size = (uint)Marshal.SizeOf<T>();
return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.Read(processVa, size))[0];
}
/// <summary>
/// Reads a 32-bits signed integer from GPU mapped memory.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the value is located</param>
/// <returns>The value at the specified memory location</returns>
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public int ReadInt32(ulong gpuVa)
{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
return BitConverter.ToInt32(_context.PhysicalMemory.Read(processVa, 4));
}
/// <summary>
/// Writes a 32-bits signed integer to GPU mapped memory.
/// </summary>
/// <param name="gpuVa">GPU virtual address to write the value into</param>
/// <param name="value">The value to be written</param>
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public void Write(ulong gpuVa, int value)
{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
_context.PhysicalMemory.Write(processVa, BitConverter.GetBytes(value));
}
/// <summary>
/// Writes data to GPU mapped memory.
/// </summary>
/// <param name="gpuVa">GPU virtual address to write the data into</param>
/// <param name="data">The data to be written</param>
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public void Write(ulong gpuVa, Span<byte> data)
{
ulong processVa = _context.MemoryManager.Translate(gpuVa);
_context.PhysicalMemory.Write(processVa, data);
}
}
}