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- using OpenTK;
- using OpenTK.Graphics;
- using Ryujinx.Common;
- using System;
- using System.Collections.Generic;
- using System.Threading;
- namespace Ryujinx.Graphics.OpenGL
- {
- class BackgroundContextWorker : IDisposable
- {
- [ThreadStatic]
- public static bool InBackground;
- private GameWindow _window;
- private GraphicsContext _context;
- private Thread _thread;
- private bool _running;
- private AutoResetEvent _signal;
- private Queue<Action> _work;
- private ObjectPool<ManualResetEventSlim> _invokePool;
- public BackgroundContextWorker(IGraphicsContext baseContext)
- {
- _window = new GameWindow(
- 100, 100, GraphicsMode.Default,
- "Background Window", OpenTK.GameWindowFlags.FixedWindow, OpenTK.DisplayDevice.Default,
- 3, 3, GraphicsContextFlags.ForwardCompatible, baseContext, false);
- _window.Visible = false;
- _context = (GraphicsContext)_window.Context;
- _context.MakeCurrent(null);
- _running = true;
- _signal = new AutoResetEvent(false);
- _work = new Queue<Action>();
- _invokePool = new ObjectPool<ManualResetEventSlim>(() => new ManualResetEventSlim(), 10);
- _thread = new Thread(Run);
- _thread.Start();
- }
- private void Run()
- {
- InBackground = true;
- _context.MakeCurrent(_window.WindowInfo);
- while (_running)
- {
- Action action;
- lock (_work)
- {
- _work.TryDequeue(out action);
- }
- if (action != null)
- {
- action();
- }
- else
- {
- _signal.WaitOne();
- }
- }
- _window.Dispose();
- }
- public void Invoke(Action action)
- {
- ManualResetEventSlim actionComplete = _invokePool.Allocate();
- lock (_work)
- {
- _work.Enqueue(() =>
- {
- action();
- actionComplete.Set();
- });
- }
- _signal.Set();
- actionComplete.Wait();
- actionComplete.Reset();
- _invokePool.Release(actionComplete);
- }
- public void Dispose()
- {
- _running = false;
- _signal.Set();
- _thread.Join();
- _signal.Dispose();
- }
- }
- }
|