mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-26 22:06:45 +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>
99 lines
2.5 KiB
C#
99 lines
2.5 KiB
C#
using Ryujinx.Graphics.Gpu.Synchronization;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Host1x
|
|
{
|
|
class SyncptIncrManager
|
|
{
|
|
private readonly SynchronizationManager _syncMgr;
|
|
|
|
private struct SyncptIncr
|
|
{
|
|
public uint Id { get; }
|
|
public ClassId ClassId { get; }
|
|
public uint SyncptId { get; }
|
|
public bool Done { get; }
|
|
|
|
public SyncptIncr(uint id, ClassId classId, uint syncptId, bool done = false)
|
|
{
|
|
Id = id;
|
|
ClassId = classId;
|
|
SyncptId = syncptId;
|
|
Done = done;
|
|
}
|
|
}
|
|
|
|
private readonly List<SyncptIncr> _incrs = new List<SyncptIncr>();
|
|
|
|
private uint _currentId;
|
|
|
|
public SyncptIncrManager(SynchronizationManager syncMgr)
|
|
{
|
|
_syncMgr = syncMgr;
|
|
}
|
|
|
|
public void Increment(uint id)
|
|
{
|
|
lock (_incrs)
|
|
{
|
|
_incrs.Add(new SyncptIncr(0, 0, id, true));
|
|
|
|
IncrementAllDone();
|
|
}
|
|
}
|
|
|
|
public uint IncrementWhenDone(ClassId classId, uint id)
|
|
{
|
|
lock (_incrs)
|
|
{
|
|
uint handle = _currentId++;
|
|
|
|
_incrs.Add(new SyncptIncr(handle, classId, id));
|
|
|
|
return handle;
|
|
}
|
|
}
|
|
|
|
public void SignalDone(uint handle)
|
|
{
|
|
lock (_incrs)
|
|
{
|
|
// Set pending increment with the given handle to "done".
|
|
for (int i = 0; i < _incrs.Count; i++)
|
|
{
|
|
SyncptIncr incr = _incrs[i];
|
|
|
|
if (_incrs[i].Id == handle)
|
|
{
|
|
_incrs[i] = new SyncptIncr(incr.Id, incr.ClassId, incr.SyncptId, true);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
IncrementAllDone();
|
|
}
|
|
}
|
|
|
|
private void IncrementAllDone()
|
|
{
|
|
lock (_incrs)
|
|
{
|
|
// Increment all sequential pending increments that are already done.
|
|
int doneCount = 0;
|
|
|
|
for (; doneCount < _incrs.Count; doneCount++)
|
|
{
|
|
if (!_incrs[doneCount].Done)
|
|
{
|
|
break;
|
|
}
|
|
|
|
_syncMgr.IncrementSyncpoint(_incrs[doneCount].SyncptId);
|
|
}
|
|
|
|
_incrs.RemoveRange(0, doneCount);
|
|
}
|
|
}
|
|
}
|
|
}
|