Ryujinx/src/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs

225 lines
6.5 KiB
C#

using Silk.NET.OpenGL.Legacy;
using Ryujinx.Graphics.GAL;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class CounterQueue : IDisposable
{
private const int QueryPoolInitialSize = 100;
public CounterType Type { get; }
public bool Disposed { get; private set; }
private readonly Queue<CounterQueueEvent> _events = new();
private CounterQueueEvent _current;
private ulong _accumulatedCounter;
private int _waiterCount;
private readonly object _lock = new();
private readonly Queue<BufferedQuery> _queryPool;
private readonly AutoResetEvent _queuedEvent = new(false);
private readonly AutoResetEvent _wakeSignal = new(false);
private readonly AutoResetEvent _eventConsumed = new(false);
private readonly Thread _consumerThread;
internal CounterQueue(GL api, CounterType type)
{
Type = type;
QueryTarget glType = GetTarget(Type);
_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
for (int i = 0; i < QueryPoolInitialSize; i++)
{
_queryPool.Enqueue(new BufferedQuery(api, glType));
}
_current = new CounterQueueEvent(api, this, glType, 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(GL api)
{
// 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(api, GetTarget(Type));
}
}
}
internal void ReturnQueryObject(BufferedQuery query)
{
lock (_lock)
{
_queryPool.Enqueue(query);
}
}
public CounterQueueEvent QueueReport(GL api, EventHandler<ulong> resultHandler, float divisor, 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, divisor);
_events.Enqueue(_current);
_current.OnResult += resultHandler;
result = _current;
_current = new CounterQueueEvent(api, this, GetTarget(Type), lastDrawIndex);
}
_queuedEvent.Set();
return result;
}
public void QueueReset()
{
lock (_lock)
{
_current.Clear();
}
}
private static QueryTarget GetTarget(CounterType type)
{
return type switch
{
CounterType.SamplesPassed => QueryTarget.SamplesPassed,
CounterType.PrimitivesGenerated => QueryTarget.PrimitivesGenerated,
CounterType.TransformFeedbackPrimitivesWritten => QueryTarget.TransformFeedbackPrimitivesWritten,
_ => QueryTarget.SamplesPassed,
};
}
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();
foreach (BufferedQuery query in _queryPool)
{
query.Dispose();
}
_queuedEvent.Dispose();
_wakeSignal.Dispose();
_eventConsumed.Dispose();
}
}
}