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using Ryujinx.Graphics.Gpu.Synchronization;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Host1x
{
class SyncptIncrManager
{
private readonly SynchronizationManager _syncMgr;
private readonly struct SyncptIncr
{
public uint Id { get; }
public ClassId ClassId { get; }
public uint SyncptId { get; }
public bool Done { get; }
public SyncptIncr(uint id, ClassId classId, uint syncptId, bool done = false)
{
Id = id;
ClassId = classId;
SyncptId = syncptId;
Done = done;
}
}
private readonly List<SyncptIncr> _incrs = new List<SyncptIncr>();
private uint _currentId;
public SyncptIncrManager(SynchronizationManager syncMgr)
{
_syncMgr = syncMgr;
}
public void Increment(uint id)
{
lock (_incrs)
{
_incrs.Add(new SyncptIncr(0, 0, id, true));
IncrementAllDone();
}
}
public uint IncrementWhenDone(ClassId classId, uint id)
{
lock (_incrs)
{
uint handle = _currentId++;
_incrs.Add(new SyncptIncr(handle, classId, id));
return handle;
}
}
public void SignalDone(uint handle)
{
lock (_incrs)
{
// Set pending increment with the given handle to "done".
for (int i = 0; i < _incrs.Count; i++)
{
SyncptIncr incr = _incrs[i];
if (_incrs[i].Id == handle)
{
_incrs[i] = new SyncptIncr(incr.Id, incr.ClassId, incr.SyncptId, true);
break;
}
}
IncrementAllDone();
}
}
private void IncrementAllDone()
{
lock (_incrs)
{
// Increment all sequential pending increments that are already done.
int doneCount = 0;
for (; doneCount < _incrs.Count; doneCount++)
{
if (!_incrs[doneCount].Done)
{
break;
}
_syncMgr.IncrementSyncpoint(_incrs[doneCount].SyncptId);
}
_incrs.RemoveRange(0, doneCount);
}
}
}
}
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