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using Ryujinx.Common;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.OpenGL
{
unsafe class BackgroundContextWorker : IDisposable
{
[ThreadStatic]
public static bool InBackground;
private readonly Thread _thread;
private bool _running;
private readonly AutoResetEvent _signal;
private readonly Queue<Action> _work;
private readonly ObjectPool<ManualResetEventSlim> _invokePool;
private readonly IOpenGLContext _backgroundContext;
public BackgroundContextWorker(IOpenGLContext backgroundContext)
{
_backgroundContext = backgroundContext;
_running = true;
_signal = new AutoResetEvent(false);
_work = new Queue<Action>();
_invokePool = new ObjectPool<ManualResetEventSlim>(() => new ManualResetEventSlim(), 10);
_thread = new Thread(Run);
_thread.Start();
}
public bool HasContext() => _backgroundContext.HasContext();
private void Run()
{
InBackground = true;
_backgroundContext.MakeCurrent();
while (_running)
{
Action action;
lock (_work)
{
_work.TryDequeue(out action);
}
if (action != null)
{
action();
}
else
{
_signal.WaitOne();
}
}
_backgroundContext.Dispose();
}
public void Invoke(Action action)
{
ManualResetEventSlim actionComplete = _invokePool.Allocate();
lock (_work)
{
_work.Enqueue(() =>
{
action();
actionComplete.Set();
});
}
_signal.Set();
actionComplete.Wait();
actionComplete.Reset();
_invokePool.Release(actionComplete);
}
public void Dispose()
{
_running = false;
_signal.Set();
_thread.Join();
_signal.Dispose();
}
}
}
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