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using Silk.NET.Vulkan;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Vulkan
{
class FenceHolder : IDisposable
{
private readonly Vk _api;
private readonly Device _device;
private Fence _fence;
private int _referenceCount;
private bool _disposed;
public unsafe FenceHolder(Vk api, Device device)
{
_api = api;
_device = device;
var fenceCreateInfo = new FenceCreateInfo
{
SType = StructureType.FenceCreateInfo,
};
api.CreateFence(device, in fenceCreateInfo, null, out _fence).ThrowOnError();
_referenceCount = 1;
}
public Fence GetUnsafe()
{
return _fence;
}
public bool TryGet(out Fence fence)
{
int lastValue;
do
{
lastValue = _referenceCount;
if (lastValue == 0)
{
fence = default;
return false;
}
}
while (Interlocked.CompareExchange(ref _referenceCount, lastValue + 1, lastValue) != lastValue);
fence = _fence;
return true;
}
public Fence Get()
{
Interlocked.Increment(ref _referenceCount);
return _fence;
}
public void Put()
{
if (Interlocked.Decrement(ref _referenceCount) == 0)
{
_api.DestroyFence(_device, _fence, Span<AllocationCallbacks>.Empty);
_fence = default;
}
}
public void Wait()
{
Span<Fence> fences = stackalloc Fence[]
{
_fence,
};
FenceHelper.WaitAllIndefinitely(_api, _device, fences);
}
public bool IsSignaled()
{
Span<Fence> fences = stackalloc Fence[]
{
_fence,
};
return FenceHelper.AllSignaled(_api, _device, fences);
}
public void Dispose()
{
if (!_disposed)
{
Put();
_disposed = true;
}
}
}
}
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