CounterQueue.cs 6.4 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 int _waiterCount;
  17. private object _lock = new object();
  18. private Queue<BufferedQuery> _queryPool;
  19. private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
  20. private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
  21. private AutoResetEvent _eventConsumed = new AutoResetEvent(false);
  22. private Thread _consumerThread;
  23. internal CounterQueue(CounterType type)
  24. {
  25. Type = type;
  26. QueryTarget glType = GetTarget(Type);
  27. _queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
  28. for (int i = 0; i < QueryPoolInitialSize; i++)
  29. {
  30. _queryPool.Enqueue(new BufferedQuery(glType));
  31. }
  32. _current = new CounterQueueEvent(this, glType, 0);
  33. _consumerThread = new Thread(EventConsumer);
  34. _consumerThread.Start();
  35. }
  36. private void EventConsumer()
  37. {
  38. while (!Disposed)
  39. {
  40. CounterQueueEvent evt = null;
  41. lock (_lock)
  42. {
  43. if (_events.Count > 0)
  44. {
  45. evt = _events.Dequeue();
  46. }
  47. }
  48. if (evt == null)
  49. {
  50. _queuedEvent.WaitOne(); // No more events to go through, wait for more.
  51. }
  52. else
  53. {
  54. // Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
  55. evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
  56. }
  57. if (_waiterCount > 0)
  58. {
  59. _eventConsumed.Set();
  60. }
  61. }
  62. }
  63. internal BufferedQuery GetQueryObject()
  64. {
  65. // Creating/disposing query objects on a context we're sharing with will cause issues.
  66. // So instead, make a lot of query objects on the main thread and reuse them.
  67. lock (_lock)
  68. {
  69. if (_queryPool.Count > 0)
  70. {
  71. BufferedQuery result = _queryPool.Dequeue();
  72. return result;
  73. }
  74. else
  75. {
  76. return new BufferedQuery(GetTarget(Type));
  77. }
  78. }
  79. }
  80. internal void ReturnQueryObject(BufferedQuery query)
  81. {
  82. lock (_lock)
  83. {
  84. _queryPool.Enqueue(query);
  85. }
  86. }
  87. public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex, bool hostReserved)
  88. {
  89. CounterQueueEvent result;
  90. ulong draws = lastDrawIndex - _current.DrawIndex;
  91. lock (_lock)
  92. {
  93. // A query's result only matters if more than one draw was performed during it.
  94. // Otherwise, dummy it out and return 0 immediately.
  95. if (hostReserved)
  96. {
  97. // This counter event is guaranteed to be available for host conditional rendering.
  98. _current.ReserveForHostAccess();
  99. }
  100. _current.Complete(draws > 0);
  101. _events.Enqueue(_current);
  102. _current.OnResult += resultHandler;
  103. result = _current;
  104. _current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
  105. }
  106. _queuedEvent.Set();
  107. return result;
  108. }
  109. public void QueueReset()
  110. {
  111. lock (_lock)
  112. {
  113. _current.Clear();
  114. }
  115. }
  116. private static QueryTarget GetTarget(CounterType type)
  117. {
  118. switch (type)
  119. {
  120. case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
  121. case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
  122. case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
  123. }
  124. return QueryTarget.SamplesPassed;
  125. }
  126. public void Flush(bool blocking)
  127. {
  128. if (!blocking)
  129. {
  130. // Just wake the consumer thread - it will update the queries.
  131. _wakeSignal.Set();
  132. return;
  133. }
  134. lock (_lock)
  135. {
  136. // Tell the queue to process all events.
  137. while (_events.Count > 0)
  138. {
  139. CounterQueueEvent flush = _events.Peek();
  140. if (!flush.TryConsume(ref _accumulatedCounter, true))
  141. {
  142. return; // If not blocking, then return when we encounter an event that is not ready yet.
  143. }
  144. _events.Dequeue();
  145. }
  146. }
  147. }
  148. public void FlushTo(CounterQueueEvent evt)
  149. {
  150. // Flush the counter queue on the main thread.
  151. Interlocked.Increment(ref _waiterCount);
  152. _wakeSignal.Set();
  153. while (!evt.Disposed)
  154. {
  155. _eventConsumed.WaitOne(1);
  156. }
  157. Interlocked.Decrement(ref _waiterCount);
  158. }
  159. public void Dispose()
  160. {
  161. lock (_lock)
  162. {
  163. while (_events.Count > 0)
  164. {
  165. CounterQueueEvent evt = _events.Dequeue();
  166. evt.Dispose();
  167. }
  168. Disposed = true;
  169. }
  170. _queuedEvent.Set();
  171. _consumerThread.Join();
  172. foreach (BufferedQuery query in _queryPool)
  173. {
  174. query.Dispose();
  175. }
  176. _queuedEvent.Dispose();
  177. _wakeSignal.Dispose();
  178. _eventConsumed.Dispose();
  179. }
  180. }
  181. }