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using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Synchronization
{
/// <summary>
/// Represents GPU hardware syncpoint.
/// </summary>
class Syncpoint
{
private int _storedValue;
public readonly uint Id;
/// <summary>
/// The value of the syncpoint.
/// </summary>
public uint Value => (uint)_storedValue;
// TODO: switch to something handling concurrency?
private readonly List<SyncpointWaiterHandle> _waiters;
public Syncpoint(uint id)
{
Id = id;
_waiters = new List<SyncpointWaiterHandle>();
}
/// <summary>
/// Register a new callback for a target threshold.
/// The callback will be called once the threshold is reached and will automatically be unregistered.
/// </summary>
/// <param name="threshold">The target threshold</param>
/// <param name="callback">The callback to call when the threshold is reached</param>
/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
public SyncpointWaiterHandle RegisterCallback(uint threshold, Action<SyncpointWaiterHandle> callback)
{
lock (_waiters)
{
if (Value >= threshold)
{
callback(null);
return null;
}
else
{
SyncpointWaiterHandle waiterInformation = new()
{
Threshold = threshold,
Callback = callback,
};
_waiters.Add(waiterInformation);
return waiterInformation;
}
}
}
public void UnregisterCallback(SyncpointWaiterHandle waiterInformation)
{
lock (_waiters)
{
_waiters.Remove(waiterInformation);
}
}
/// <summary>
/// Increment the syncpoint
/// </summary>
/// <returns>The incremented value of the syncpoint</returns>
public uint Increment()
{
uint currentValue = (uint)Interlocked.Increment(ref _storedValue);
SyncpointWaiterHandle expired = null;
List<SyncpointWaiterHandle> expiredList = null;
lock (_waiters)
{
_waiters.RemoveAll(item =>
{
bool isPastThreshold = currentValue >= item.Threshold;
if (isPastThreshold)
{
if (expired == null)
{
expired = item;
}
else
{
expiredList ??= new List<SyncpointWaiterHandle>();
expiredList.Add(item);
}
}
return isPastThreshold;
});
}
// Call the callbacks as a separate step.
// As we don't know what the callback will be doing,
// and it could block execution for a indefinite amount of time,
// we can't call it inside the lock.
if (expired != null)
{
expired.Callback(expired);
if (expiredList != null)
{
for (int i = 0; i < expiredList.Count; i++)
{
expiredList[i].Callback(expiredList[i]);
}
}
}
return currentValue;
}
}
}
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