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();
  91. _events.Enqueue(_current);
  92. _current.OnResult += resultHandler;
  93. }
  94. else
  95. {
  96. _current.Dispose();
  97. resultHandler(_current, 0);
  98. }
  99. result = _current;
  100. _current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
  101. }
  102. _queuedEvent.Set();
  103. return result;
  104. }
  105. public void QueueReset()
  106. {
  107. lock (_lock)
  108. {
  109. _current.Clear();
  110. }
  111. }
  112. private static QueryTarget GetTarget(CounterType type)
  113. {
  114. switch (type)
  115. {
  116. case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
  117. case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
  118. case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
  119. }
  120. return QueryTarget.SamplesPassed;
  121. }
  122. public void Flush(bool blocking)
  123. {
  124. if (!blocking)
  125. {
  126. // Just wake the consumer thread - it will update the queries.
  127. _wakeSignal.Set();
  128. return;
  129. }
  130. lock (_lock)
  131. {
  132. // Tell the queue to process all events.
  133. while (_events.Count > 0)
  134. {
  135. CounterQueueEvent flush = _events.Peek();
  136. if (!flush.TryConsume(ref _accumulatedCounter, true))
  137. {
  138. return; // If not blocking, then return when we encounter an event that is not ready yet.
  139. }
  140. _events.Dequeue();
  141. }
  142. }
  143. }
  144. public void FlushTo(CounterQueueEvent evt)
  145. {
  146. lock (_lock)
  147. {
  148. if (evt.Disposed)
  149. {
  150. return;
  151. }
  152. // Tell the queue to process all events up to this one.
  153. while (_events.Count > 0)
  154. {
  155. CounterQueueEvent flush = _events.Dequeue();
  156. flush.TryConsume(ref _accumulatedCounter, true);
  157. if (flush == evt)
  158. {
  159. return;
  160. }
  161. }
  162. }
  163. }
  164. public void Dispose()
  165. {
  166. lock (_lock)
  167. {
  168. while (_events.Count > 0)
  169. {
  170. CounterQueueEvent evt = _events.Dequeue();
  171. evt.Dispose();
  172. }
  173. Disposed = true;
  174. }
  175. _queuedEvent.Set();
  176. _consumerThread.Join();
  177. foreach (BufferedQuery query in _queryPool)
  178. {
  179. query.Dispose();
  180. }
  181. }
  182. }
  183. }