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https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-30 19:04:28 +01:00
Fix inconsistencies in progress reporting (#2129)
Signal and setup events correctly Eliminate possible races Use a single event Mark volatiles and reduce scope of waithandles Common handler 100ms -> 50ms
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69f8722e79
@ -52,14 +52,10 @@ namespace ARMeilleure.Translation.PTC
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private static readonly ManualResetEvent _waitEvent;
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private static readonly AutoResetEvent _loggerEvent;
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private static readonly object _lock;
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private static bool _disposed;
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private static volatile int _translateCount;
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internal static PtcJumpTable PtcJumpTable { get; private set; }
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internal static string TitleIdText { get; private set; }
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@ -70,9 +66,10 @@ namespace ARMeilleure.Translation.PTC
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internal static PtcState State { get; private set; }
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// Progress update events
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public static event Action<bool> PtcTranslationStateChanged;
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public static event Action<int, int> PtcTranslationProgressChanged;
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// Progress reporting helpers
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private static volatile int _translateCount;
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private static volatile int _translateTotalCount;
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public static event Action<PtcLoadingState, int, int> PtcStateChanged;
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static Ptc()
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{
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@ -82,8 +79,6 @@ namespace ARMeilleure.Translation.PTC
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_waitEvent = new ManualResetEvent(true);
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_loggerEvent = new AutoResetEvent(false);
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_lock = new object();
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_disposed = false;
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@ -773,10 +768,20 @@ namespace ARMeilleure.Translation.PTC
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}
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_translateCount = 0;
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_translateTotalCount = profiledFuncsToTranslate.Count;
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ThreadPool.QueueUserWorkItem(TranslationLogger, profiledFuncsToTranslate.Count);
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PtcStateChanged?.Invoke(PtcLoadingState.Start, _translateCount, _translateTotalCount);
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PtcTranslationStateChanged?.Invoke(true);
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using AutoResetEvent progressReportEvent = new AutoResetEvent(false);
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Thread progressReportThread = new Thread(ReportProgress)
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{
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Name = "Ptc.ProgressReporter",
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Priority = ThreadPriority.Lowest,
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IsBackground = true
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};
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progressReportThread.Start(progressReportEvent);
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void TranslateFuncs()
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{
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@ -825,8 +830,12 @@ namespace ARMeilleure.Translation.PTC
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threads.Clear();
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_loggerEvent.Set();
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PtcTranslationStateChanged?.Invoke(false);
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progressReportEvent.Set();
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progressReportThread.Join();
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PtcStateChanged?.Invoke(PtcLoadingState.Loaded, _translateCount, _translateTotalCount);
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Logger.Info?.Print(LogClass.Ptc, $"{_translateCount} of {_translateTotalCount} functions translated");
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PtcJumpTable.Initialize(jumpTable);
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@ -838,19 +847,25 @@ namespace ARMeilleure.Translation.PTC
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preSaveThread.Start();
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}
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private static void TranslationLogger(object state)
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private static void ReportProgress(object state)
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{
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const int refreshRate = 100; // ms
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const int refreshRate = 50; // ms
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int profiledFuncsToTranslateCount = (int)state;
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AutoResetEvent endEvent = (AutoResetEvent)state;
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int count = 0;
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do
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{
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PtcTranslationProgressChanged?.Invoke(_translateCount, profiledFuncsToTranslateCount);
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}
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while (!_loggerEvent.WaitOne(refreshRate));
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int newCount = _translateCount;
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Logger.Info?.Print(LogClass.Ptc, $"{_translateCount} of {profiledFuncsToTranslateCount} functions translated");
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if (count != newCount)
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{
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PtcStateChanged?.Invoke(PtcLoadingState.Loading, newCount, _translateTotalCount);
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count = newCount;
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}
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}
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while (!endEvent.WaitOne(refreshRate));
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}
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internal static void WriteInfoCodeRelocUnwindInfo(ulong address, ulong guestSize, bool highCq, PtcInfo ptcInfo)
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@ -968,8 +983,6 @@ namespace ARMeilleure.Translation.PTC
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Wait();
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_waitEvent.Dispose();
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_loggerEvent.Dispose();
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DisposeMemoryStreams();
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}
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}
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9
ARMeilleure/Translation/PTC/PtcLoadingState.cs
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9
ARMeilleure/Translation/PTC/PtcLoadingState.cs
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@ -0,0 +1,9 @@
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namespace ARMeilleure.Translation.PTC
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{
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public enum PtcLoadingState
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{
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Start,
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Loading,
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Loaded
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}
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}
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@ -80,25 +80,14 @@ namespace Ryujinx.Graphics.Gpu
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internal Capabilities Capabilities => _caps.Value;
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/// <summary>
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/// Signaled when shader cache begins and ends loading.
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/// Signals true when loading has started, false when ended.
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/// Event for signalling shader cache loading progress.
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/// </summary>
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public event Action<bool> ShaderCacheStateChanged
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public event Action<Shader.ShaderCacheState, int, int> ShaderCacheStateChanged
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{
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add => Methods.ShaderCache.ShaderCacheStateChanged += value;
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remove => Methods.ShaderCache.ShaderCacheStateChanged -= value;
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}
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/// <summary>
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/// Signaled while shader cache is loading to indicate current progress.
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/// Provides current and total number of shaders loaded.
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/// </summary>
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public event Action<int, int> ShaderCacheProgressChanged
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{
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add => Methods.ShaderCache.ShaderCacheProgressChanged += value;
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remove => Methods.ShaderCache.ShaderCacheProgressChanged -= value;
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}
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/// <summary>
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/// Creates a new instance of the GPU emulation context.
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/// </summary>
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@ -38,10 +38,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private const ulong ShaderCodeGenVersion = 2088;
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// Progress reporting helpers
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private int _shaderCount;
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private readonly AutoResetEvent _progressReportEvent;
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public event Action<bool> ShaderCacheStateChanged;
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public event Action<int, int> ShaderCacheProgressChanged;
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private volatile int _shaderCount;
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private volatile int _totalShaderCount;
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public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
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/// <summary>
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/// Creates a new instance of the shader cache.
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@ -57,8 +56,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
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_gpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
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_cpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
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_progressReportEvent = new AutoResetEvent(false);
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}
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/// <summary>
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@ -85,11 +82,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ReadOnlySpan<Hash128> guestProgramList = _cacheManager.GetGuestProgramList();
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_progressReportEvent.Reset();
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_shaderCount = 0;
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using AutoResetEvent progressReportEvent = new AutoResetEvent(false);
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ShaderCacheStateChanged?.Invoke(true);
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ThreadPool.QueueUserWorkItem(ProgressLogger, guestProgramList.Length);
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_shaderCount = 0;
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_totalShaderCount = guestProgramList.Length;
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ShaderCacheStateChanged?.Invoke(ShaderCacheState.Start, _shaderCount, _totalShaderCount);
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Thread progressReportThread = null;
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if (guestProgramList.Length > 0)
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{
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progressReportThread = new Thread(ReportProgress)
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{
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Name = "ShaderCache.ProgressReporter",
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Priority = ThreadPriority.Lowest,
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IsBackground = true
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};
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progressReportThread.Start(progressReportEvent);
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}
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for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
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{
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@ -318,7 +329,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
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}
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_shaderCount = programIndex;
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_shaderCount = programIndex + 1;
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}
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if (!isReadOnly)
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@ -329,26 +340,37 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_cacheManager.Synchronize();
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}
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_progressReportEvent.Set();
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ShaderCacheStateChanged?.Invoke(false);
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progressReportEvent.Set();
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progressReportThread?.Join();
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ShaderCacheStateChanged?.Invoke(ShaderCacheState.Loaded, _shaderCount, _totalShaderCount);
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Logger.Info?.Print(LogClass.Gpu, $"Shader cache loaded {_shaderCount} entries.");
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}
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}
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/// <summary>
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/// Raises ShaderCacheProgressChanged events periodically.
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/// Raises ShaderCacheStateChanged events periodically.
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/// </summary>
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private void ProgressLogger(object state)
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private void ReportProgress(object state)
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{
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const int refreshRate = 100; // ms
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const int refreshRate = 50; // ms
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AutoResetEvent endEvent = (AutoResetEvent)state;
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int count = 0;
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int totalCount = (int)state;
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do
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{
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ShaderCacheProgressChanged?.Invoke(_shaderCount, totalCount);
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int newCount = _shaderCount;
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if (count != newCount)
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{
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ShaderCacheStateChanged?.Invoke(ShaderCacheState.Loading, newCount, _totalShaderCount);
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count = newCount;
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}
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}
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while (!_progressReportEvent.WaitOne(refreshRate));
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while (!endEvent.WaitOne(refreshRate));
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}
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/// <summary>
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@ -833,7 +855,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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_progressReportEvent?.Dispose();
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_cacheManager?.Dispose();
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}
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}
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13
Ryujinx.Graphics.Gpu/Shader/ShaderCacheState.cs
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13
Ryujinx.Graphics.Gpu/Shader/ShaderCacheState.cs
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>Shader cache loading states</summary>
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public enum ShaderCacheState
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{
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/// <summary>Shader cache started loading</summary>
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Start,
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/// <summary>Shader cache is loading</summary>
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Loading,
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/// <summary>Shader cache finished loading</summary>
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Loaded
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}
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}
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@ -33,6 +33,9 @@ using System.Threading.Tasks;
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using GUI = Gtk.Builder.ObjectAttribute;
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using PtcLoadingState = ARMeilleure.Translation.PTC.PtcLoadingState;
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using ShaderCacheLoadingState = Ryujinx.Graphics.Gpu.Shader.ShaderCacheState;
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namespace Ryujinx.Ui
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{
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public class MainWindow : Window
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@ -105,8 +108,6 @@ namespace Ryujinx.Ui
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[GUI] Label _loadingStatusLabel;
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[GUI] ProgressBar _loadingStatusBar;
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private string _loadingStatusTitle = "";
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#pragma warning restore CS0649, IDE0044, CS0169
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public MainWindow() : this(new Builder("Ryujinx.Ui.MainWindow.glade")) { }
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@ -346,43 +347,38 @@ namespace Ryujinx.Ui
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private void SetupProgressUiHandlers()
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{
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Ptc.PtcTranslationStateChanged -= PtcStatusChanged;
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Ptc.PtcTranslationStateChanged += PtcStatusChanged;
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Ptc.PtcStateChanged -= ProgressHandler;
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Ptc.PtcStateChanged += ProgressHandler;
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Ptc.PtcTranslationProgressChanged -= LoadingProgressChanged;
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Ptc.PtcTranslationProgressChanged += LoadingProgressChanged;
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_emulationContext.Gpu.ShaderCacheStateChanged -= ShaderCacheStatusChanged;
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_emulationContext.Gpu.ShaderCacheStateChanged += ShaderCacheStatusChanged;
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_emulationContext.Gpu.ShaderCacheProgressChanged -= LoadingProgressChanged;
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_emulationContext.Gpu.ShaderCacheProgressChanged += LoadingProgressChanged;
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_emulationContext.Gpu.ShaderCacheStateChanged -= ProgressHandler;
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_emulationContext.Gpu.ShaderCacheStateChanged += ProgressHandler;
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}
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private void ShaderCacheStatusChanged(bool state)
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private void ProgressHandler<T>(T state, int current, int total) where T : Enum
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{
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_loadingStatusTitle = "Shaders";
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Application.Invoke(delegate
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{
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_loadingStatusBar.Visible = _loadingStatusLabel.Visible = state;
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});
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}
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bool visible;
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string label;
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private void PtcStatusChanged(bool state)
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{
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_loadingStatusTitle = "PTC";
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Application.Invoke(delegate
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switch (state)
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{
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_loadingStatusBar.Visible = _loadingStatusLabel.Visible = state;
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});
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}
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case PtcLoadingState ptcState:
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visible = ptcState != PtcLoadingState.Loaded;
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label = $"PTC : {current}/{total}";
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break;
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case ShaderCacheLoadingState shaderCacheState:
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visible = shaderCacheState != ShaderCacheLoadingState.Loaded;
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label = $"Shaders : {current}/{total}";
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break;
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default:
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throw new ArgumentException($"Unknown Progress Handler type {typeof(T)}");
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}
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private void LoadingProgressChanged(int value, int total)
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{
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Application.Invoke(delegate
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{
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_loadingStatusBar.Fraction = (double)value / total;
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_loadingStatusLabel.Text = $"{_loadingStatusTitle} : {value}/{total}";
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_loadingStatusLabel.Text = label;
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_loadingStatusBar.Fraction = total > 0 ? (double)current / total : 0;
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_loadingStatusBar.Visible = visible;
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_loadingStatusLabel.Visible = visible;
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});
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}
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@ -464,6 +460,8 @@ namespace Ryujinx.Ui
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UpdateGraphicsConfig();
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SetupProgressUiHandlers();
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SystemVersion firmwareVersion = _contentManager.GetCurrentFirmwareVersion();
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bool isDirectory = Directory.Exists(path);
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@ -584,8 +582,6 @@ namespace Ryujinx.Ui
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_deviceExitStatus.Reset();
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SetupProgressUiHandlers();
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Translator.IsReadyForTranslation.Reset();
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#if MACOS_BUILD
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CreateGameWindow();
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