CounterQueue.cs 6.6 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 readonly Pipeline _pipeline;
  14. private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
  15. private CounterQueueEvent _current;
  16. private ulong _accumulatedCounter;
  17. private int _waiterCount;
  18. private object _lock = new object();
  19. private Queue<BufferedQuery> _queryPool;
  20. private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
  21. private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
  22. private AutoResetEvent _eventConsumed = new AutoResetEvent(false);
  23. private Thread _consumerThread;
  24. internal CounterQueue(Pipeline pipeline, CounterType type)
  25. {
  26. Type = type;
  27. _pipeline = pipeline;
  28. QueryTarget glType = GetTarget(Type);
  29. _queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
  30. for (int i = 0; i < QueryPoolInitialSize; i++)
  31. {
  32. _queryPool.Enqueue(new BufferedQuery(glType));
  33. }
  34. _current = new CounterQueueEvent(this, glType, 0);
  35. _consumerThread = new Thread(EventConsumer);
  36. _consumerThread.Start();
  37. }
  38. private void EventConsumer()
  39. {
  40. while (!Disposed)
  41. {
  42. CounterQueueEvent evt = null;
  43. lock (_lock)
  44. {
  45. if (_events.Count > 0)
  46. {
  47. evt = _events.Dequeue();
  48. }
  49. }
  50. if (evt == null)
  51. {
  52. _queuedEvent.WaitOne(); // No more events to go through, wait for more.
  53. }
  54. else
  55. {
  56. // Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
  57. evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
  58. }
  59. if (_waiterCount > 0)
  60. {
  61. _eventConsumed.Set();
  62. }
  63. }
  64. }
  65. internal BufferedQuery GetQueryObject()
  66. {
  67. // Creating/disposing query objects on a context we're sharing with will cause issues.
  68. // So instead, make a lot of query objects on the main thread and reuse them.
  69. lock (_lock)
  70. {
  71. if (_queryPool.Count > 0)
  72. {
  73. BufferedQuery result = _queryPool.Dequeue();
  74. return result;
  75. }
  76. else
  77. {
  78. return new BufferedQuery(GetTarget(Type));
  79. }
  80. }
  81. }
  82. internal void ReturnQueryObject(BufferedQuery query)
  83. {
  84. lock (_lock)
  85. {
  86. _queryPool.Enqueue(query);
  87. }
  88. }
  89. public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex, bool hostReserved)
  90. {
  91. CounterQueueEvent result;
  92. ulong draws = lastDrawIndex - _current.DrawIndex;
  93. lock (_lock)
  94. {
  95. // A query's result only matters if more than one draw was performed during it.
  96. // Otherwise, dummy it out and return 0 immediately.
  97. if (hostReserved)
  98. {
  99. // This counter event is guaranteed to be available for host conditional rendering.
  100. _current.ReserveForHostAccess();
  101. }
  102. _current.Complete(draws > 0, _pipeline.GetCounterDivisor(Type));
  103. _events.Enqueue(_current);
  104. _current.OnResult += resultHandler;
  105. result = _current;
  106. _current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
  107. }
  108. _queuedEvent.Set();
  109. return result;
  110. }
  111. public void QueueReset()
  112. {
  113. lock (_lock)
  114. {
  115. _current.Clear();
  116. }
  117. }
  118. private static QueryTarget GetTarget(CounterType type)
  119. {
  120. switch (type)
  121. {
  122. case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
  123. case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
  124. case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
  125. }
  126. return QueryTarget.SamplesPassed;
  127. }
  128. public void Flush(bool blocking)
  129. {
  130. if (!blocking)
  131. {
  132. // Just wake the consumer thread - it will update the queries.
  133. _wakeSignal.Set();
  134. return;
  135. }
  136. lock (_lock)
  137. {
  138. // Tell the queue to process all events.
  139. while (_events.Count > 0)
  140. {
  141. CounterQueueEvent flush = _events.Peek();
  142. if (!flush.TryConsume(ref _accumulatedCounter, true))
  143. {
  144. return; // If not blocking, then return when we encounter an event that is not ready yet.
  145. }
  146. _events.Dequeue();
  147. }
  148. }
  149. }
  150. public void FlushTo(CounterQueueEvent evt)
  151. {
  152. // Flush the counter queue on the main thread.
  153. Interlocked.Increment(ref _waiterCount);
  154. _wakeSignal.Set();
  155. while (!evt.Disposed)
  156. {
  157. _eventConsumed.WaitOne(1);
  158. }
  159. Interlocked.Decrement(ref _waiterCount);
  160. }
  161. public void Dispose()
  162. {
  163. lock (_lock)
  164. {
  165. while (_events.Count > 0)
  166. {
  167. CounterQueueEvent evt = _events.Dequeue();
  168. evt.Dispose();
  169. }
  170. Disposed = true;
  171. }
  172. _queuedEvent.Set();
  173. _consumerThread.Join();
  174. foreach (BufferedQuery query in _queryPool)
  175. {
  176. query.Dispose();
  177. }
  178. _queuedEvent.Dispose();
  179. _wakeSignal.Dispose();
  180. _eventConsumed.Dispose();
  181. }
  182. }
  183. }