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Diffstat (limited to 'Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs')
-rw-r--r--Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs224
1 files changed, 224 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs b/Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs
new file mode 100644
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+++ b/Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs
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+using Ryujinx.Graphics.GAL;
+using Silk.NET.Vulkan;
+using System;
+using System.Collections.Generic;
+using System.Threading;
+
+namespace Ryujinx.Graphics.Vulkan.Queries
+{
+ class CounterQueue : IDisposable
+ {
+ private const int QueryPoolInitialSize = 100;
+
+ private readonly VulkanRenderer _gd;
+ private readonly Device _device;
+ private readonly PipelineFull _pipeline;
+
+ public CounterType Type { get; }
+ public bool Disposed { get; private set; }
+
+ private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
+ private CounterQueueEvent _current;
+
+ private ulong _accumulatedCounter;
+ private int _waiterCount;
+
+ private object _lock = new object();
+
+ private Queue<BufferedQuery> _queryPool;
+ private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
+ private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
+ private AutoResetEvent _eventConsumed = new AutoResetEvent(false);
+
+ private Thread _consumerThread;
+
+ internal CounterQueue(VulkanRenderer gd, Device device, PipelineFull pipeline, CounterType type)
+ {
+ _gd = gd;
+ _device = device;
+ _pipeline = pipeline;
+
+ Type = type;
+
+ _queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
+ for (int i = 0; i < QueryPoolInitialSize; i++)
+ {
+ // AMD Polaris GPUs on Windows seem to have issues reporting 64-bit query results.
+ _queryPool.Enqueue(new BufferedQuery(_gd, _device, _pipeline, type, gd.IsAmdWindows));
+ }
+
+ _current = new CounterQueueEvent(this, type, 0);
+
+ _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
+ {
+ // Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
+ evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
+ }
+
+ if (_waiterCount > 0)
+ {
+ _eventConsumed.Set();
+ }
+ }
+ }
+
+ 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(_gd, _device, _pipeline, Type, _gd.IsAmdWindows);
+ }
+ }
+ }
+
+ internal void ReturnQueryObject(BufferedQuery query)
+ {
+ lock (_lock)
+ {
+ _pipeline.ResetQuery(query);
+ _queryPool.Enqueue(query);
+ }
+ }
+
+ public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex, bool hostReserved)
+ {
+ CounterQueueEvent result;
+ ulong draws = lastDrawIndex - _current.DrawIndex;
+
+ lock (_lock)
+ {
+ // A query's result only matters if more than one draw was performed during it.
+ // Otherwise, dummy it out and return 0 immediately.
+
+ if (hostReserved)
+ {
+ // This counter event is guaranteed to be available for host conditional rendering.
+ _current.ReserveForHostAccess();
+ }
+
+ _current.Complete(draws > 0 && Type != CounterType.TransformFeedbackPrimitivesWritten);
+ _events.Enqueue(_current);
+
+ _current.OnResult += resultHandler;
+
+ result = _current;
+
+ _current = new CounterQueueEvent(this, Type, lastDrawIndex);
+ }
+
+ _queuedEvent.Set();
+
+ return result;
+ }
+
+ public void QueueReset(ulong lastDrawIndex)
+ {
+ ulong draws = lastDrawIndex - _current.DrawIndex;
+
+ lock (_lock)
+ {
+ _current.Clear(draws != 0);
+ }
+ }
+
+ 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)
+ {
+ // Flush the counter queue on the main thread.
+ Interlocked.Increment(ref _waiterCount);
+
+ _wakeSignal.Set();
+
+ while (!evt.Disposed)
+ {
+ _eventConsumed.WaitOne(1);
+ }
+
+ Interlocked.Decrement(ref _waiterCount);
+ }
+
+ public void Dispose()
+ {
+ lock (_lock)
+ {
+ while (_events.Count > 0)
+ {
+ CounterQueueEvent evt = _events.Dequeue();
+
+ evt.Dispose();
+ }
+
+ Disposed = true;
+ }
+
+ _queuedEvent.Set();
+
+ _consumerThread.Join();
+
+ _current?.Dispose();
+
+ foreach (BufferedQuery query in _queryPool)
+ {
+ query.Dispose();
+ }
+
+ _queuedEvent.Dispose();
+ _wakeSignal.Dispose();
+ _eventConsumed.Dispose();
+ }
+ }
+}