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using System;
using System.Diagnostics;
using System.Linq;
namespace Ryujinx.Graphics.Vulkan
{
internal class AutoFlushCounter
{
// How often to flush on framebuffer change.
private readonly static long FramebufferFlushTimer = Stopwatch.Frequency / 1000;
private const int MinDrawCountForFlush = 10;
private const int InitialQueryCountForFlush = 32;
private long _lastFlush;
private ulong _lastDrawCount;
private bool _hasPendingQuery;
private int _queryCount;
private int[] _queryCountHistory = new int[3];
private int _queryCountHistoryIndex;
private int _remainingQueries;
public void RegisterFlush(ulong drawCount)
{
_lastFlush = Stopwatch.GetTimestamp();
_lastDrawCount = drawCount;
_hasPendingQuery = false;
}
public bool RegisterPendingQuery()
{
_hasPendingQuery = true;
_remainingQueries--;
_queryCountHistory[_queryCountHistoryIndex]++;
// Interrupt render passes to flush queries, so that early results arrive sooner.
if (++_queryCount == InitialQueryCountForFlush)
{
return true;
}
return false;
}
public int GetRemainingQueries()
{
if (_remainingQueries <= 0)
{
_remainingQueries = 16;
}
if (_queryCount < InitialQueryCountForFlush)
{
return Math.Min(InitialQueryCountForFlush - _queryCount, _remainingQueries);
}
return _remainingQueries;
}
public bool ShouldFlushQuery()
{
return _hasPendingQuery;
}
public bool ShouldFlush(ulong drawCount)
{
_queryCount = 0;
if (_hasPendingQuery)
{
return true;
}
long draws = (long)(drawCount - _lastDrawCount);
if (draws < MinDrawCountForFlush)
{
if (draws == 0)
{
_lastFlush = Stopwatch.GetTimestamp();
}
return false;
}
long flushTimeout = FramebufferFlushTimer;
long now = Stopwatch.GetTimestamp();
return now > _lastFlush + flushTimeout;
}
public void Present()
{
_queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
_remainingQueries = _queryCountHistory.Max() + 10;
_queryCountHistory[_queryCountHistoryIndex] = 0;
}
}
}
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