Sync.cs 4.8 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Logging;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. namespace Ryujinx.Graphics.OpenGL
  7. {
  8. class Sync : IDisposable
  9. {
  10. private class SyncHandle
  11. {
  12. public ulong ID;
  13. public IntPtr Handle;
  14. }
  15. private ulong _firstHandle = 0;
  16. private ClientWaitSyncFlags _syncFlags => HwCapabilities.RequiresSyncFlush ? ClientWaitSyncFlags.None : ClientWaitSyncFlags.SyncFlushCommandsBit;
  17. private List<SyncHandle> _handles = new List<SyncHandle>();
  18. public void Create(ulong id)
  19. {
  20. SyncHandle handle = new SyncHandle
  21. {
  22. ID = id,
  23. Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
  24. };
  25. if (HwCapabilities.RequiresSyncFlush)
  26. {
  27. // Force commands to flush up to the syncpoint.
  28. GL.ClientWaitSync(handle.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
  29. }
  30. lock (_handles)
  31. {
  32. _handles.Add(handle);
  33. }
  34. }
  35. public ulong GetCurrent()
  36. {
  37. lock (_handles)
  38. {
  39. ulong lastHandle = _firstHandle;
  40. foreach (SyncHandle handle in _handles)
  41. {
  42. lock (handle)
  43. {
  44. if (handle.Handle == IntPtr.Zero)
  45. {
  46. continue;
  47. }
  48. if (handle.ID > lastHandle)
  49. {
  50. WaitSyncStatus syncResult = GL.ClientWaitSync(handle.Handle, _syncFlags, 0);
  51. if (syncResult == WaitSyncStatus.AlreadySignaled)
  52. {
  53. lastHandle = handle.ID;
  54. }
  55. }
  56. }
  57. }
  58. return lastHandle;
  59. }
  60. }
  61. public void Wait(ulong id)
  62. {
  63. SyncHandle result = null;
  64. lock (_handles)
  65. {
  66. if ((long)(_firstHandle - id) > 0)
  67. {
  68. return; // The handle has already been signalled or deleted.
  69. }
  70. foreach (SyncHandle handle in _handles)
  71. {
  72. if (handle.ID == id)
  73. {
  74. result = handle;
  75. break;
  76. }
  77. }
  78. }
  79. if (result != null)
  80. {
  81. lock (result)
  82. {
  83. if (result.Handle == IntPtr.Zero)
  84. {
  85. return;
  86. }
  87. WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, _syncFlags, 1000000000);
  88. if (syncResult == WaitSyncStatus.TimeoutExpired)
  89. {
  90. Logger.Error?.PrintMsg(LogClass.Gpu, $"GL Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
  91. }
  92. }
  93. }
  94. }
  95. public void Cleanup()
  96. {
  97. // Iterate through handles and remove any that have already been signalled.
  98. while (true)
  99. {
  100. SyncHandle first = null;
  101. lock (_handles)
  102. {
  103. first = _handles.FirstOrDefault();
  104. }
  105. if (first == null) break;
  106. WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, _syncFlags, 0);
  107. if (syncResult == WaitSyncStatus.AlreadySignaled)
  108. {
  109. // Delete the sync object.
  110. lock (_handles)
  111. {
  112. lock (first)
  113. {
  114. _firstHandle = first.ID + 1;
  115. _handles.RemoveAt(0);
  116. GL.DeleteSync(first.Handle);
  117. first.Handle = IntPtr.Zero;
  118. }
  119. }
  120. } else
  121. {
  122. // This sync handle and any following have not been reached yet.
  123. break;
  124. }
  125. }
  126. }
  127. public void Dispose()
  128. {
  129. lock (_handles)
  130. {
  131. foreach (SyncHandle handle in _handles)
  132. {
  133. lock (handle)
  134. {
  135. GL.DeleteSync(handle.Handle);
  136. handle.Handle = IntPtr.Zero;
  137. }
  138. }
  139. _handles.Clear();
  140. }
  141. }
  142. }
  143. }