diff options
author | riperiperi <rhy3756547@hotmail.com> | 2020-05-04 03:24:59 +0100 |
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committer | GitHub <noreply@github.com> | 2020-05-04 12:24:59 +1000 |
commit | cd48576f5846aa89a36bfc833e9de5dde9627aed (patch) | |
tree | 5bf04a43725cf7fdc098cde59856798a67b839e0 /Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs | |
parent | 651a07c6c2a3e89c059d56e916c45e1881d56abc (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.cs | 209 |
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(); + } + } + } +} |