Sync.cs 3.6 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Logging;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. namespace Ryujinx.Graphics.OpenGL
  7. {
  8. class Sync : IDisposable
  9. {
  10. private class SyncHandle
  11. {
  12. public ulong ID;
  13. public IntPtr Handle;
  14. }
  15. private ulong _firstHandle = 0;
  16. private List<SyncHandle> Handles = new List<SyncHandle>();
  17. public void Create(ulong id)
  18. {
  19. SyncHandle handle = new SyncHandle
  20. {
  21. ID = id,
  22. Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
  23. };
  24. lock (Handles)
  25. {
  26. Handles.Add(handle);
  27. }
  28. }
  29. public void Wait(ulong id)
  30. {
  31. SyncHandle result = null;
  32. lock (Handles)
  33. {
  34. if ((long)(_firstHandle - id) > 0)
  35. {
  36. return; // The handle has already been signalled or deleted.
  37. }
  38. foreach (SyncHandle handle in Handles)
  39. {
  40. if (handle.ID == id)
  41. {
  42. result = handle;
  43. break;
  44. }
  45. }
  46. }
  47. if (result != null)
  48. {
  49. lock (result)
  50. {
  51. if (result.Handle == IntPtr.Zero)
  52. {
  53. return;
  54. }
  55. WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
  56. if (syncResult == WaitSyncStatus.TimeoutExpired)
  57. {
  58. Logger.Error?.PrintMsg(LogClass.Gpu, $"GL Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
  59. }
  60. }
  61. }
  62. }
  63. public void Cleanup()
  64. {
  65. // Iterate through handles and remove any that have already been signalled.
  66. while (true)
  67. {
  68. SyncHandle first = null;
  69. lock (Handles)
  70. {
  71. first = Handles.FirstOrDefault();
  72. }
  73. if (first == null) break;
  74. WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
  75. if (syncResult == WaitSyncStatus.AlreadySignaled)
  76. {
  77. // Delete the sync object.
  78. lock (Handles)
  79. {
  80. lock (first)
  81. {
  82. _firstHandle = first.ID + 1;
  83. Handles.RemoveAt(0);
  84. GL.DeleteSync(first.Handle);
  85. first.Handle = IntPtr.Zero;
  86. }
  87. }
  88. } else
  89. {
  90. // This sync handle and any following have not been reached yet.
  91. break;
  92. }
  93. }
  94. }
  95. public void Dispose()
  96. {
  97. lock (Handles)
  98. {
  99. foreach (SyncHandle handle in Handles)
  100. {
  101. lock (handle)
  102. {
  103. GL.DeleteSync(handle.Handle);
  104. handle.Handle = IntPtr.Zero;
  105. }
  106. }
  107. Handles.Clear();
  108. }
  109. }
  110. }
  111. }