mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-23 02:06:55 +01:00
cd48576f58
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
209 lines
5.7 KiB
C#
209 lines
5.7 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class CounterQueue : IDisposable
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{
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private const int QueryPoolInitialSize = 100;
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public CounterType Type { get; }
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public bool Disposed { get; private set; }
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private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
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private CounterQueueEvent _current;
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private ulong _accumulatedCounter;
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private object _lock = new object();
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private Queue<BufferedQuery> _queryPool;
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private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
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private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
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private Thread _consumerThread;
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internal CounterQueue(CounterType type)
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{
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Type = type;
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QueryTarget glType = GetTarget(Type);
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_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
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for (int i = 0; i < QueryPoolInitialSize; i++)
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{
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_queryPool.Enqueue(new BufferedQuery(glType));
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}
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_current = new CounterQueueEvent(this, glType);
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_consumerThread = new Thread(EventConsumer);
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_consumerThread.Start();
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}
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private void EventConsumer()
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{
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while (!Disposed)
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{
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CounterQueueEvent evt = null;
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lock (_lock)
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{
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if (_events.Count > 0)
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{
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evt = _events.Dequeue();
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}
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}
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if (evt == null)
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{
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_queuedEvent.WaitOne(); // No more events to go through, wait for more.
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}
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else
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{
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evt.TryConsume(ref _accumulatedCounter, true, _wakeSignal);
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}
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}
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}
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internal BufferedQuery GetQueryObject()
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{
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// Creating/disposing query objects on a context we're sharing with will cause issues.
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// So instead, make a lot of query objects on the main thread and reuse them.
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lock (_lock)
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{
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if (_queryPool.Count > 0)
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{
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BufferedQuery result = _queryPool.Dequeue();
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return result;
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}
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else
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{
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return new BufferedQuery(GetTarget(Type));
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}
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}
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}
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internal void ReturnQueryObject(BufferedQuery query)
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{
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lock (_lock)
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{
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_queryPool.Enqueue(query);
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}
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}
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public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler)
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{
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CounterQueueEvent result;
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lock (_lock)
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{
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_current.Complete();
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_events.Enqueue(_current);
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result = _current;
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result.OnResult += resultHandler;
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_current = new CounterQueueEvent(this, GetTarget(Type));
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}
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_queuedEvent.Set();
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return result;
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}
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public void QueueReset()
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{
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lock (_lock)
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{
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_current.Clear();
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}
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}
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private static QueryTarget GetTarget(CounterType type)
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{
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switch (type)
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{
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case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
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case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
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case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
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}
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return QueryTarget.SamplesPassed;
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}
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public void Flush(bool blocking)
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{
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if (!blocking)
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{
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// Just wake the consumer thread - it will update the queries.
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_wakeSignal.Set();
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return;
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}
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lock (_lock)
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{
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// Tell the queue to process all events.
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while (_events.Count > 0)
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{
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CounterQueueEvent flush = _events.Peek();
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if (!flush.TryConsume(ref _accumulatedCounter, true))
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{
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return; // If not blocking, then return when we encounter an event that is not ready yet.
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}
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_events.Dequeue();
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}
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}
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}
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public void FlushTo(CounterQueueEvent evt)
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{
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lock (_lock)
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{
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if (evt.Disposed)
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{
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return;
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}
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// Tell the queue to process all events up to this one.
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while (_events.Count > 0)
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{
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CounterQueueEvent flush = _events.Dequeue();
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flush.TryConsume(ref _accumulatedCounter, true);
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if (flush == evt)
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{
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return;
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}
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}
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}
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}
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public void Dispose()
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{
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lock (_lock)
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{
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while (_events.Count > 0)
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{
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CounterQueueEvent evt = _events.Dequeue();
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evt.Dispose();
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}
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Disposed = true;
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}
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_queuedEvent.Set();
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_consumerThread.Join();
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foreach (BufferedQuery query in _queryPool)
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{
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query.Dispose();
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}
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}
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}
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}
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