dolphin/Source/Core/Common/MemArena.h
Admiral H. Curtiss 3364d571cc
Common/MemArenaWin: Rewrite LazyMemoryRegion to manually map memory blocks into the large memory region as needed.
Internal details: The large region is split into individual same-sized blocks of memory. On creation, we allocate a single block of memory that will always remain zero, and map that into the entire memory region. Then, the first time any of these blocks is written to, we swap the mapped zero block out with a newly allocated block of memory. On clear, we swap back to the zero block and deallocate the data blocks. That way we only actually allocate one zero block as well as a handful of real data blocks where the JitCache actually writes to.
2023-12-09 21:11:31 +01:00

193 lines
6.2 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <cstddef>
#include <string_view>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/DynamicLibrary.h"
namespace Common
{
#ifdef _WIN32
struct WindowsMemoryRegion;
struct WindowsMemoryFunctions
{
Common::DynamicLibrary m_kernel32_handle;
Common::DynamicLibrary m_api_ms_win_core_memory_l1_1_6_handle;
void* m_address_UnmapViewOfFileEx = nullptr;
void* m_address_VirtualAlloc2 = nullptr;
void* m_address_MapViewOfFile3 = nullptr;
};
#endif
// This class lets you create a block of anonymous RAM, and then arbitrarily map views into it.
// Multiple views can mirror the same section of the block, which makes it very convenient for
// emulating memory mirrors.
class MemArena final
{
public:
MemArena();
~MemArena();
MemArena(const MemArena&) = delete;
MemArena(MemArena&&) = delete;
MemArena& operator=(const MemArena&) = delete;
MemArena& operator=(MemArena&&) = delete;
///
/// Allocate the singular memory segment handled by this MemArena. This will be the actual
/// 'physical' available memory for this arena. After allocation, it can be interacted with using
/// CreateView() and ReleaseView(). Used to make a mappable region for emulated memory.
///
/// @param size The amount of bytes that should be allocated in this region.
/// @param base_name A base name for the shared memory region, if applicable for this platform.
/// Will be extended with the process ID.
///
void GrabSHMSegment(size_t size, std::string_view base_name);
///
/// Release the memory segment previously allocated with GrabSHMSegment().
/// Should not be called before all views have been released.
///
void ReleaseSHMSegment();
///
/// Map a memory region in the memory segment previously allocated with GrabSHMSegment().
///
/// @param offset Offset within the memory segment to map at.
/// @param size Size of the region to map.
///
/// @return Pointer to the memory region, or nullptr on failure.
///
void* CreateView(s64 offset, size_t size);
///
/// Unmap a memory region previously mapped with CreateView().
/// Should not be called on a view that is still mapped into the virtual memory region.
///
/// @param view Pointer returned by CreateView().
/// @param size Size passed to the corresponding CreateView() call.
///
void ReleaseView(void* view, size_t size);
///
/// Reserve the singular 'virtual' memory region handled by this MemArena. This is used to create
/// our 'fastmem' memory area for the emulated game code to access directly.
///
/// @param memory_size Size in bytes of the memory region to reserve.
///
/// @return Pointer to the memory region, or nullptr on failure.
///
u8* ReserveMemoryRegion(size_t memory_size);
///
/// Release the memory region previously reserved with ReserveMemoryRegion().
/// Should not be called while any memory region is still mapped.
///
void ReleaseMemoryRegion();
///
/// Map a section from the memory segment previously allocated with GrabSHMSegment()
/// into the region previously reserved with ReserveMemoryRegion().
///
/// @param offset Offset within the memory segment previous allocated by GrabSHMSegment() to map
/// from.
/// @param size Size of the region to map.
/// @param base Address within the memory region from ReserveMemoryRegion() where to map it.
///
/// @return The address we actually ended up mapping, which should be the given 'base'.
///
void* MapInMemoryRegion(s64 offset, size_t size, void* base);
///
/// Unmap a memory region previously mapped with MapInMemoryRegion().
///
/// @param view Pointer returned by MapInMemoryRegion().
/// @param size Size passed to the corresponding MapInMemoryRegion() call.
///
void UnmapFromMemoryRegion(void* view, size_t size);
private:
#ifdef _WIN32
WindowsMemoryRegion* EnsureSplitRegionForMapping(void* address, size_t size);
bool JoinRegionsAfterUnmap(void* address, size_t size);
std::vector<WindowsMemoryRegion> m_regions;
void* m_reserved_region = nullptr;
void* m_memory_handle = nullptr;
WindowsMemoryFunctions m_memory_functions;
#else
int m_shm_fd = 0;
void* m_reserved_region = nullptr;
std::size_t m_reserved_region_size = 0;
#endif
};
// This class represents a single fixed-size memory region where the individual memory pages are
// only actually allocated on first access. The memory will be zero on first access.
class LazyMemoryRegion final
{
public:
LazyMemoryRegion();
~LazyMemoryRegion();
LazyMemoryRegion(const LazyMemoryRegion&) = delete;
LazyMemoryRegion(LazyMemoryRegion&&) = delete;
LazyMemoryRegion& operator=(const LazyMemoryRegion&) = delete;
LazyMemoryRegion& operator=(LazyMemoryRegion&&) = delete;
///
/// Reserve a memory region.
///
/// @param size The size of the region.
///
/// @return The address the region was mapped at. Returns nullptr on failure.
///
void* Create(size_t size);
///
/// Reset the memory region back to zero, throwing away any mapped pages.
/// This can only be called after a successful call to Create().
///
void Clear();
///
/// Release the memory previously reserved with Create(). After this call the pointer that was
/// returned by Create() will become invalid.
///
void Release();
///
/// Ensure that the memory page at the given byte offset from the start of the memory region is
/// writable. We use this on Windows as a workaround to only actually commit pages as they are
/// written to. On other OSes this does nothing.
///
/// @param offset The offset into the memory region that should be made writable if it isn't.
///
void EnsureMemoryPageWritable(size_t offset)
{
#ifdef _WIN32
const size_t block_index = offset / BLOCK_SIZE;
if (m_writable_block_handles[block_index] == nullptr)
MakeMemoryBlockWritable(block_index);
#endif
}
private:
void* m_memory = nullptr;
size_t m_size = 0;
#ifdef _WIN32
void* m_zero_block = nullptr;
constexpr static size_t BLOCK_SIZE = 8 * 1024 * 1024; // size of allocated memory blocks
WindowsMemoryFunctions m_memory_functions;
std::vector<void*> m_writable_block_handles;
void MakeMemoryBlockWritable(size_t offset);
#endif
};
} // namespace Common