SyncManager.cs 4.3 KB

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  1. using Ryujinx.Common.Logging;
  2. using Silk.NET.Vulkan;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. namespace Ryujinx.Graphics.Vulkan
  6. {
  7. class SyncManager
  8. {
  9. private class SyncHandle
  10. {
  11. public ulong ID;
  12. public MultiFenceHolder Waitable;
  13. public bool Signalled;
  14. }
  15. private ulong _firstHandle = 0;
  16. private readonly VulkanRenderer _gd;
  17. private readonly Device _device;
  18. private List<SyncHandle> _handles;
  19. public SyncManager(VulkanRenderer gd, Device device)
  20. {
  21. _gd = gd;
  22. _device = device;
  23. _handles = new List<SyncHandle>();
  24. }
  25. public void Create(ulong id)
  26. {
  27. MultiFenceHolder waitable = new MultiFenceHolder();
  28. _gd.FlushAllCommands();
  29. _gd.CommandBufferPool.AddWaitable(waitable);
  30. SyncHandle handle = new SyncHandle
  31. {
  32. ID = id,
  33. Waitable = waitable
  34. };
  35. lock (_handles)
  36. {
  37. _handles.Add(handle);
  38. }
  39. }
  40. public ulong GetCurrent()
  41. {
  42. lock (_handles)
  43. {
  44. ulong lastHandle = _firstHandle;
  45. foreach (SyncHandle handle in _handles)
  46. {
  47. lock (handle)
  48. {
  49. if (handle.Waitable == null)
  50. {
  51. continue;
  52. }
  53. if (handle.ID > lastHandle)
  54. {
  55. bool signaled = handle.Signalled || handle.Waitable.WaitForFences(_gd.Api, _device, 0);
  56. if (signaled)
  57. {
  58. lastHandle = handle.ID;
  59. handle.Signalled = true;
  60. }
  61. }
  62. }
  63. }
  64. return lastHandle;
  65. }
  66. }
  67. public void Wait(ulong id)
  68. {
  69. SyncHandle result = null;
  70. lock (_handles)
  71. {
  72. if ((long)(_firstHandle - id) > 0)
  73. {
  74. return; // The handle has already been signalled or deleted.
  75. }
  76. foreach (SyncHandle handle in _handles)
  77. {
  78. if (handle.ID == id)
  79. {
  80. result = handle;
  81. break;
  82. }
  83. }
  84. }
  85. if (result != null)
  86. {
  87. lock (result)
  88. {
  89. if (result.Waitable == null)
  90. {
  91. return;
  92. }
  93. bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
  94. if (!signaled)
  95. {
  96. Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
  97. }
  98. else
  99. {
  100. result.Signalled = true;
  101. }
  102. }
  103. }
  104. }
  105. public void Cleanup()
  106. {
  107. // Iterate through handles and remove any that have already been signalled.
  108. while (true)
  109. {
  110. SyncHandle first = null;
  111. lock (_handles)
  112. {
  113. first = _handles.FirstOrDefault();
  114. }
  115. if (first == null) break;
  116. bool signaled = first.Waitable.WaitForFences(_gd.Api, _device, 0);
  117. if (signaled)
  118. {
  119. // Delete the sync object.
  120. lock (_handles)
  121. {
  122. lock (first)
  123. {
  124. _firstHandle = first.ID + 1;
  125. _handles.RemoveAt(0);
  126. first.Waitable = null;
  127. }
  128. }
  129. } else
  130. {
  131. // This sync handle and any following have not been reached yet.
  132. break;
  133. }
  134. }
  135. }
  136. }
  137. }