CounterQueue.cs 6.2 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.GAL;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Threading;
  6. namespace Ryujinx.Graphics.OpenGL.Queries
  7. {
  8. class CounterQueue : IDisposable
  9. {
  10. private const int QueryPoolInitialSize = 100;
  11. public CounterType Type { get; }
  12. public bool Disposed { get; private set; }
  13. private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
  14. private CounterQueueEvent _current;
  15. private ulong _accumulatedCounter;
  16. private object _lock = new object();
  17. private Queue<BufferedQuery> _queryPool;
  18. private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
  19. private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
  20. private Thread _consumerThread;
  21. internal CounterQueue(CounterType type)
  22. {
  23. Type = type;
  24. QueryTarget glType = GetTarget(Type);
  25. _queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
  26. for (int i = 0; i < QueryPoolInitialSize; i++)
  27. {
  28. _queryPool.Enqueue(new BufferedQuery(glType));
  29. }
  30. _current = new CounterQueueEvent(this, glType, 0);
  31. _consumerThread = new Thread(EventConsumer);
  32. _consumerThread.Start();
  33. }
  34. private void EventConsumer()
  35. {
  36. while (!Disposed)
  37. {
  38. CounterQueueEvent evt = null;
  39. lock (_lock)
  40. {
  41. if (_events.Count > 0)
  42. {
  43. evt = _events.Dequeue();
  44. }
  45. }
  46. if (evt == null)
  47. {
  48. _queuedEvent.WaitOne(); // No more events to go through, wait for more.
  49. }
  50. else
  51. {
  52. evt.TryConsume(ref _accumulatedCounter, true, _wakeSignal);
  53. }
  54. }
  55. }
  56. internal BufferedQuery GetQueryObject()
  57. {
  58. // Creating/disposing query objects on a context we're sharing with will cause issues.
  59. // So instead, make a lot of query objects on the main thread and reuse them.
  60. lock (_lock)
  61. {
  62. if (_queryPool.Count > 0)
  63. {
  64. BufferedQuery result = _queryPool.Dequeue();
  65. return result;
  66. }
  67. else
  68. {
  69. return new BufferedQuery(GetTarget(Type));
  70. }
  71. }
  72. }
  73. internal void ReturnQueryObject(BufferedQuery query)
  74. {
  75. lock (_lock)
  76. {
  77. _queryPool.Enqueue(query);
  78. }
  79. }
  80. public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex)
  81. {
  82. CounterQueueEvent result;
  83. ulong draws = lastDrawIndex - _current.DrawIndex;
  84. lock (_lock)
  85. {
  86. // A query's result only matters if more than one draw was performed during it.
  87. // Otherwise, dummy it out and return 0 immediately.
  88. if (draws > 0)
  89. {
  90. _current.Complete(true);
  91. _events.Enqueue(_current);
  92. _current.OnResult += resultHandler;
  93. }
  94. else
  95. {
  96. _current.Complete(false);
  97. _current.Dispose();
  98. resultHandler(_current, 0);
  99. }
  100. result = _current;
  101. _current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
  102. }
  103. _queuedEvent.Set();
  104. return result;
  105. }
  106. public void QueueReset()
  107. {
  108. lock (_lock)
  109. {
  110. _current.Clear();
  111. }
  112. }
  113. private static QueryTarget GetTarget(CounterType type)
  114. {
  115. switch (type)
  116. {
  117. case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
  118. case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
  119. case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
  120. }
  121. return QueryTarget.SamplesPassed;
  122. }
  123. public void Flush(bool blocking)
  124. {
  125. if (!blocking)
  126. {
  127. // Just wake the consumer thread - it will update the queries.
  128. _wakeSignal.Set();
  129. return;
  130. }
  131. lock (_lock)
  132. {
  133. // Tell the queue to process all events.
  134. while (_events.Count > 0)
  135. {
  136. CounterQueueEvent flush = _events.Peek();
  137. if (!flush.TryConsume(ref _accumulatedCounter, true))
  138. {
  139. return; // If not blocking, then return when we encounter an event that is not ready yet.
  140. }
  141. _events.Dequeue();
  142. }
  143. }
  144. }
  145. public void FlushTo(CounterQueueEvent evt)
  146. {
  147. lock (_lock)
  148. {
  149. if (evt.Disposed)
  150. {
  151. return;
  152. }
  153. // Tell the queue to process all events up to this one.
  154. while (_events.Count > 0)
  155. {
  156. CounterQueueEvent flush = _events.Dequeue();
  157. flush.TryConsume(ref _accumulatedCounter, true);
  158. if (flush == evt)
  159. {
  160. return;
  161. }
  162. }
  163. }
  164. }
  165. public void Dispose()
  166. {
  167. lock (_lock)
  168. {
  169. while (_events.Count > 0)
  170. {
  171. CounterQueueEvent evt = _events.Dequeue();
  172. evt.Dispose();
  173. }
  174. Disposed = true;
  175. }
  176. _queuedEvent.Set();
  177. _consumerThread.Join();
  178. foreach (BufferedQuery query in _queryPool)
  179. {
  180. query.Dispose();
  181. }
  182. }
  183. }
  184. }