mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-19 13:25:54 +01:00
246 lines
7.2 KiB
C#
246 lines
7.2 KiB
C#
using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Graphics.Vulkan.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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private readonly VulkanRenderer _gd;
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private readonly Device _device;
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private readonly PipelineFull _pipeline;
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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 int _waiterCount;
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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 AutoResetEvent _eventConsumed = new AutoResetEvent(false);
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private Thread _consumerThread;
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public int ResetSequence { get; private set; }
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internal CounterQueue(VulkanRenderer gd, Device device, PipelineFull pipeline, CounterType type)
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{
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_gd = gd;
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_device = device;
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_pipeline = pipeline;
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Type = 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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// AMD Polaris GPUs on Windows seem to have issues reporting 64-bit query results.
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_queryPool.Enqueue(new BufferedQuery(_gd, _device, _pipeline, type, gd.IsAmdWindows));
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}
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_current = new CounterQueueEvent(this, type, 0);
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_consumerThread = new Thread(EventConsumer);
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_consumerThread.Start();
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}
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public void ResetCounterPool()
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{
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ResetSequence++;
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}
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public void ResetFutureCounters(CommandBuffer cmd, int count)
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{
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// Pre-emptively reset queries to avoid render pass splitting.
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lock (_queryPool)
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{
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count = Math.Min(count, _queryPool.Count);
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for (int i = 0; i < count; i++)
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{
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_queryPool.ElementAt(i).PoolReset(cmd, ResetSequence);
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}
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}
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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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// Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
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evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
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}
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if (_waiterCount > 0)
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{
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_eventConsumed.Set();
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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(_gd, _device, _pipeline, Type, _gd.IsAmdWindows);
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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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// The query will be reset when it dequeues.
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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, ulong lastDrawIndex, bool hostReserved)
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{
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CounterQueueEvent result;
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ulong draws = lastDrawIndex - _current.DrawIndex;
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lock (_lock)
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{
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// A query's result only matters if more than one draw was performed during it.
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// Otherwise, dummy it out and return 0 immediately.
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if (hostReserved)
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{
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// This counter event is guaranteed to be available for host conditional rendering.
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_current.ReserveForHostAccess();
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}
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_current.Complete(draws > 0 && Type != CounterType.TransformFeedbackPrimitivesWritten);
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_events.Enqueue(_current);
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_current.OnResult += resultHandler;
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result = _current;
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_current = new CounterQueueEvent(this, Type, lastDrawIndex);
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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(ulong lastDrawIndex)
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{
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ulong draws = lastDrawIndex - _current.DrawIndex;
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lock (_lock)
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{
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_current.Clear(draws != 0);
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}
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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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// Flush the counter queue on the main thread.
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Interlocked.Increment(ref _waiterCount);
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_wakeSignal.Set();
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while (!evt.Disposed)
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{
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_eventConsumed.WaitOne(1);
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}
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Interlocked.Decrement(ref _waiterCount);
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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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_current?.Dispose();
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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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_queuedEvent.Dispose();
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_wakeSignal.Dispose();
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_eventConsumed.Dispose();
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}
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}
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}
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