Sync.cs 3.7 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. // Force commands to flush up to the syncpoint.
  25. GL.ClientWaitSync(handle.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
  26. lock (Handles)
  27. {
  28. Handles.Add(handle);
  29. }
  30. }
  31. public void Wait(ulong id)
  32. {
  33. SyncHandle result = null;
  34. lock (Handles)
  35. {
  36. if ((long)(_firstHandle - id) > 0)
  37. {
  38. return; // The handle has already been signalled or deleted.
  39. }
  40. foreach (SyncHandle handle in Handles)
  41. {
  42. if (handle.ID == id)
  43. {
  44. result = handle;
  45. break;
  46. }
  47. }
  48. }
  49. if (result != null)
  50. {
  51. lock (result)
  52. {
  53. if (result.Handle == IntPtr.Zero)
  54. {
  55. return;
  56. }
  57. WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, ClientWaitSyncFlags.None, 1000000000);
  58. if (syncResult == WaitSyncStatus.TimeoutExpired)
  59. {
  60. Logger.Error?.PrintMsg(LogClass.Gpu, $"GL Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
  61. }
  62. }
  63. }
  64. }
  65. public void Cleanup()
  66. {
  67. // Iterate through handles and remove any that have already been signalled.
  68. while (true)
  69. {
  70. SyncHandle first = null;
  71. lock (Handles)
  72. {
  73. first = Handles.FirstOrDefault();
  74. }
  75. if (first == null) break;
  76. WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, ClientWaitSyncFlags.None, 0);
  77. if (syncResult == WaitSyncStatus.AlreadySignaled)
  78. {
  79. // Delete the sync object.
  80. lock (Handles)
  81. {
  82. lock (first)
  83. {
  84. _firstHandle = first.ID + 1;
  85. Handles.RemoveAt(0);
  86. GL.DeleteSync(first.Handle);
  87. first.Handle = IntPtr.Zero;
  88. }
  89. }
  90. } else
  91. {
  92. // This sync handle and any following have not been reached yet.
  93. break;
  94. }
  95. }
  96. }
  97. public void Dispose()
  98. {
  99. lock (Handles)
  100. {
  101. foreach (SyncHandle handle in Handles)
  102. {
  103. lock (handle)
  104. {
  105. GL.DeleteSync(handle.Handle);
  106. handle.Handle = IntPtr.Zero;
  107. }
  108. }
  109. Handles.Clear();
  110. }
  111. }
  112. }
  113. }