mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 01:43:23 +01:00
4d02a2d2c0
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
100 lines
2.6 KiB
C#
100 lines
2.6 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace Ryujinx.Common
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{
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public sealed class AsyncWorkQueue<T> : IDisposable
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{
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private readonly Thread _workerThread;
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private readonly CancellationTokenSource _cts;
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private readonly Action<T> _workerAction;
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private readonly BlockingCollection<T> _queue;
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public bool IsCancellationRequested => _cts.IsCancellationRequested;
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public AsyncWorkQueue(Action<T> callback, string name = null) : this(callback, name, new BlockingCollection<T>())
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{
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}
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public AsyncWorkQueue(Action<T> callback, string name, BlockingCollection<T> collection)
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{
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_cts = new CancellationTokenSource();
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_queue = collection;
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_workerAction = callback;
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_workerThread = new Thread(DoWork) { Name = name };
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_workerThread.IsBackground = true;
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_workerThread.Start();
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}
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private void DoWork()
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{
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try
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{
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foreach (var item in _queue.GetConsumingEnumerable(_cts.Token))
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{
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_workerAction(item);
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}
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}
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catch (OperationCanceledException)
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{
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}
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}
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public void Cancel()
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{
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_cts.Cancel();
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}
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public void CancelAfter(int millisecondsDelay)
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{
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_cts.CancelAfter(millisecondsDelay);
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}
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public void CancelAfter(TimeSpan delay)
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{
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_cts.CancelAfter(delay);
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}
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public void Add(T workItem)
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{
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_queue.Add(workItem);
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}
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public void Add(T workItem, CancellationToken cancellationToken)
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{
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_queue.Add(workItem, cancellationToken);
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}
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public bool TryAdd(T workItem)
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{
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return _queue.TryAdd(workItem);
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}
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public bool TryAdd(T workItem, int millisecondsDelay)
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{
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return _queue.TryAdd(workItem, millisecondsDelay);
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}
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public bool TryAdd(T workItem, int millisecondsDelay, CancellationToken cancellationToken)
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{
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return _queue.TryAdd(workItem, millisecondsDelay, cancellationToken);
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}
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public bool TryAdd(T workItem, TimeSpan timeout)
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{
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return _queue.TryAdd(workItem, timeout);
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}
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public void Dispose()
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{
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_queue.CompleteAdding();
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_cts.Cancel();
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_workerThread.Join();
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_queue.Dispose();
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_cts.Dispose();
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}
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}
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}
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