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authorriperiperi <rhy3756547@hotmail.com>2020-05-04 03:24:59 +0100
committerGitHub <noreply@github.com>2020-05-04 12:24:59 +1000
commitcd48576f5846aa89a36bfc833e9de5dde9627aed (patch)
tree5bf04a43725cf7fdc098cde59856798a67b839e0 /Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
parent651a07c6c2a3e89c059d56e916c45e1881d56abc (diff)
Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
Diffstat (limited to 'Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs209
1 files changed, 209 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs b/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
new file mode 100644
index 00000000..f34bc86d
--- /dev/null
+++ b/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
@@ -0,0 +1,209 @@
+using OpenTK.Graphics.OpenGL;
+using Ryujinx.Graphics.GAL;
+using System;
+using System.Collections.Generic;
+using System.Threading;
+
+namespace Ryujinx.Graphics.OpenGL.Queries
+{
+ class CounterQueue : IDisposable
+ {
+ private const int QueryPoolInitialSize = 100;
+
+ public CounterType Type { get; }
+ public bool Disposed { get; private set; }
+
+ private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
+ private CounterQueueEvent _current;
+
+ private ulong _accumulatedCounter;
+
+ private object _lock = new object();
+
+ private Queue<BufferedQuery> _queryPool;
+ private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
+ private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
+
+ private Thread _consumerThread;
+
+ internal CounterQueue(CounterType type)
+ {
+ Type = type;
+
+ QueryTarget glType = GetTarget(Type);
+
+ _queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
+ for (int i = 0; i < QueryPoolInitialSize; i++)
+ {
+ _queryPool.Enqueue(new BufferedQuery(glType));
+ }
+
+ _current = new CounterQueueEvent(this, glType);
+
+ _consumerThread = new Thread(EventConsumer);
+ _consumerThread.Start();
+ }
+
+ private void EventConsumer()
+ {
+ while (!Disposed)
+ {
+ CounterQueueEvent evt = null;
+ lock (_lock)
+ {
+ if (_events.Count > 0)
+ {
+ evt = _events.Dequeue();
+ }
+ }
+
+ if (evt == null)
+ {
+ _queuedEvent.WaitOne(); // No more events to go through, wait for more.
+ }
+ else
+ {
+ evt.TryConsume(ref _accumulatedCounter, true, _wakeSignal);
+ }
+ }
+ }
+
+ internal BufferedQuery GetQueryObject()
+ {
+ // Creating/disposing query objects on a context we're sharing with will cause issues.
+ // So instead, make a lot of query objects on the main thread and reuse them.
+
+ lock (_lock)
+ {
+ if (_queryPool.Count > 0)
+ {
+ BufferedQuery result = _queryPool.Dequeue();
+ return result;
+ }
+ else
+ {
+ return new BufferedQuery(GetTarget(Type));
+ }
+ }
+ }
+
+ internal void ReturnQueryObject(BufferedQuery query)
+ {
+ lock (_lock)
+ {
+ _queryPool.Enqueue(query);
+ }
+ }
+
+ public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler)
+ {
+ CounterQueueEvent result;
+
+ lock (_lock)
+ {
+ _current.Complete();
+ _events.Enqueue(_current);
+
+ result = _current;
+ result.OnResult += resultHandler;
+
+ _current = new CounterQueueEvent(this, GetTarget(Type));
+ }
+
+ _queuedEvent.Set();
+
+ return result;
+ }
+
+ public void QueueReset()
+ {
+ lock (_lock)
+ {
+ _current.Clear();
+ }
+ }
+
+ private static QueryTarget GetTarget(CounterType type)
+ {
+ switch (type)
+ {
+ case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
+ case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
+ case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
+ }
+
+ return QueryTarget.SamplesPassed;
+ }
+
+ public void Flush(bool blocking)
+ {
+ if (!blocking)
+ {
+ // Just wake the consumer thread - it will update the queries.
+ _wakeSignal.Set();
+ return;
+ }
+
+ lock (_lock)
+ {
+ // Tell the queue to process all events.
+ while (_events.Count > 0)
+ {
+ CounterQueueEvent flush = _events.Peek();
+ if (!flush.TryConsume(ref _accumulatedCounter, true))
+ {
+ return; // If not blocking, then return when we encounter an event that is not ready yet.
+ }
+ _events.Dequeue();
+ }
+ }
+ }
+
+ public void FlushTo(CounterQueueEvent evt)
+ {
+ lock (_lock)
+ {
+ if (evt.Disposed)
+ {
+ return;
+ }
+
+ // Tell the queue to process all events up to this one.
+ while (_events.Count > 0)
+ {
+ CounterQueueEvent flush = _events.Dequeue();
+ flush.TryConsume(ref _accumulatedCounter, true);
+
+ if (flush == evt)
+ {
+ return;
+ }
+ }
+ }
+ }
+
+ public void Dispose()
+ {
+ lock (_lock)
+ {
+ while (_events.Count > 0)
+ {
+ CounterQueueEvent evt = _events.Dequeue();
+
+ evt.Dispose();
+ }
+
+ Disposed = true;
+ }
+
+ _queuedEvent.Set();
+
+ _consumerThread.Join();
+
+ foreach (BufferedQuery query in _queryPool)
+ {
+ query.Dispose();
+ }
+ }
+ }
+}