mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-24 16:30:12 +01:00
224 lines
6.2 KiB
C#
224 lines
6.2 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Queries
|
|
{
|
|
class CounterQueue : IDisposable
|
|
{
|
|
private const int QueryPoolInitialSize = 100;
|
|
|
|
public CounterType Type { get; }
|
|
public bool Disposed { get; private set; }
|
|
|
|
private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
|
|
private CounterQueueEvent _current;
|
|
|
|
private ulong _accumulatedCounter;
|
|
|
|
private object _lock = new object();
|
|
|
|
private Queue<BufferedQuery> _queryPool;
|
|
private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
|
|
private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
|
|
|
|
private Thread _consumerThread;
|
|
|
|
internal CounterQueue(CounterType type)
|
|
{
|
|
Type = type;
|
|
|
|
QueryTarget glType = GetTarget(Type);
|
|
|
|
_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
|
|
for (int i = 0; i < QueryPoolInitialSize; i++)
|
|
{
|
|
_queryPool.Enqueue(new BufferedQuery(glType));
|
|
}
|
|
|
|
_current = new CounterQueueEvent(this, glType, 0);
|
|
|
|
_consumerThread = new Thread(EventConsumer);
|
|
_consumerThread.Start();
|
|
}
|
|
|
|
private void EventConsumer()
|
|
{
|
|
while (!Disposed)
|
|
{
|
|
CounterQueueEvent evt = null;
|
|
lock (_lock)
|
|
{
|
|
if (_events.Count > 0)
|
|
{
|
|
evt = _events.Dequeue();
|
|
}
|
|
}
|
|
|
|
if (evt == null)
|
|
{
|
|
_queuedEvent.WaitOne(); // No more events to go through, wait for more.
|
|
}
|
|
else
|
|
{
|
|
evt.TryConsume(ref _accumulatedCounter, true, _wakeSignal);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal BufferedQuery GetQueryObject()
|
|
{
|
|
// Creating/disposing query objects on a context we're sharing with will cause issues.
|
|
// So instead, make a lot of query objects on the main thread and reuse them.
|
|
|
|
lock (_lock)
|
|
{
|
|
if (_queryPool.Count > 0)
|
|
{
|
|
BufferedQuery result = _queryPool.Dequeue();
|
|
return result;
|
|
}
|
|
else
|
|
{
|
|
return new BufferedQuery(GetTarget(Type));
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void ReturnQueryObject(BufferedQuery query)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
_queryPool.Enqueue(query);
|
|
}
|
|
}
|
|
|
|
public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex)
|
|
{
|
|
CounterQueueEvent result;
|
|
ulong draws = lastDrawIndex - _current.DrawIndex;
|
|
|
|
lock (_lock)
|
|
{
|
|
// A query's result only matters if more than one draw was performed during it.
|
|
// Otherwise, dummy it out and return 0 immediately.
|
|
|
|
if (draws > 0)
|
|
{
|
|
_current.Complete(true);
|
|
_events.Enqueue(_current);
|
|
|
|
_current.OnResult += resultHandler;
|
|
}
|
|
else
|
|
{
|
|
_current.Complete(false);
|
|
_current.Dispose();
|
|
resultHandler(_current, 0);
|
|
}
|
|
|
|
result = _current;
|
|
|
|
_current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
|
|
}
|
|
|
|
_queuedEvent.Set();
|
|
|
|
return result;
|
|
}
|
|
|
|
public void QueueReset()
|
|
{
|
|
lock (_lock)
|
|
{
|
|
_current.Clear();
|
|
}
|
|
}
|
|
|
|
private static QueryTarget GetTarget(CounterType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
|
|
case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
|
|
case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
|
|
}
|
|
|
|
return QueryTarget.SamplesPassed;
|
|
}
|
|
|
|
public void Flush(bool blocking)
|
|
{
|
|
if (!blocking)
|
|
{
|
|
// Just wake the consumer thread - it will update the queries.
|
|
_wakeSignal.Set();
|
|
return;
|
|
}
|
|
|
|
lock (_lock)
|
|
{
|
|
// Tell the queue to process all events.
|
|
while (_events.Count > 0)
|
|
{
|
|
CounterQueueEvent flush = _events.Peek();
|
|
if (!flush.TryConsume(ref _accumulatedCounter, true))
|
|
{
|
|
return; // If not blocking, then return when we encounter an event that is not ready yet.
|
|
}
|
|
_events.Dequeue();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void FlushTo(CounterQueueEvent evt)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
if (evt.Disposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Tell the queue to process all events up to this one.
|
|
while (_events.Count > 0)
|
|
{
|
|
CounterQueueEvent flush = _events.Dequeue();
|
|
flush.TryConsume(ref _accumulatedCounter, true);
|
|
|
|
if (flush == evt)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
lock (_lock)
|
|
{
|
|
while (_events.Count > 0)
|
|
{
|
|
CounterQueueEvent evt = _events.Dequeue();
|
|
|
|
evt.Dispose();
|
|
}
|
|
|
|
Disposed = true;
|
|
}
|
|
|
|
_queuedEvent.Set();
|
|
|
|
_consumerThread.Join();
|
|
|
|
foreach (BufferedQuery query in _queryPool)
|
|
{
|
|
query.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|