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Call syncpoint expiration callback outside of the lock (#1349)
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c70056bc76
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@ -13,16 +13,13 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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public readonly uint Id;
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// TODO: get rid of this lock
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private object _listLock = new object();
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/// <summary>
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/// The value of the syncpoint.
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/// </summary>
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public uint Value => (uint)_storedValue;
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// TODO: switch to something handling concurrency?
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private List<SyncpointWaiterHandle> _waiters;
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private readonly List<SyncpointWaiterHandle> _waiters;
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public Syncpoint(uint id)
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{
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@ -39,7 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
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public SyncpointWaiterHandle RegisterCallback(uint threshold, Action callback)
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{
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lock (_listLock)
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lock (_waiters)
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{
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if (Value >= threshold)
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{
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@ -64,7 +61,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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public void UnregisterCallback(SyncpointWaiterHandle waiterInformation)
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{
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lock (_listLock)
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lock (_waiters)
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{
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_waiters.Remove(waiterInformation);
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}
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@ -78,7 +75,10 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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{
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uint currentValue = (uint)Interlocked.Increment(ref _storedValue);
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lock (_listLock)
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SyncpointWaiterHandle expired = null;
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List<SyncpointWaiterHandle> expiredList = null;
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lock (_waiters)
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{
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_waiters.RemoveAll(item =>
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{
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@ -86,13 +86,42 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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if (isPastThreshold)
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{
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item.Callback();
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if (expired == null)
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{
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expired = item;
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}
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else
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{
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if (expiredList == null)
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{
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expiredList = new List<SyncpointWaiterHandle>();
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}
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expiredList.Add(item);
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}
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}
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return isPastThreshold;
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});
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}
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// Call the callbacks as a separate step.
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// As we don't know what the callback will be doing,
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// and it could block execution for a indefinite amount of time,
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// we can't call it inside the lock.
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if (expired != null)
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{
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expired.Callback();
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if (expiredList != null)
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{
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for (int i = 0; i < expiredList.Count; i++)
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{
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expiredList[i].Callback();
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}
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}
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}
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return currentValue;
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}
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}
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