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jinx/Ryujinx.Graphics.OpenGL/Queries/CounterQueueEvent.cs
riperiperi cd48576f58
Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering

* Resolve some comments.

* Use overloads instead of passing object.

* Wake the consumer threads when incrementing syncpoints.

Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread.

* Ensure there's a command between begin and end query.
2020-05-04 12:24:59 +10:00

100 lines
2.3 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
using System.Threading;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class CounterQueueEvent : ICounterEvent
{
public event EventHandler<ulong> OnResult;
public QueryTarget Type { get; }
public bool ClearCounter { get; private set; }
public int Query => _counter.Query;
public bool Disposed { get; private set; }
public bool Invalid { get; set; }
private CounterQueue _queue;
private BufferedQuery _counter;
private object _lock = new object();
public CounterQueueEvent(CounterQueue queue, QueryTarget type)
{
_queue = queue;
_counter = queue.GetQueryObject();
Type = type;
_counter.Begin();
}
internal void Clear()
{
_counter.Reset();
ClearCounter = true;
}
internal void Complete()
{
_counter.End();
}
internal bool TryConsume(ref ulong result, bool block, AutoResetEvent wakeSignal = null)
{
lock (_lock)
{
if (Disposed)
{
return true;
}
if (ClearCounter || Type == QueryTarget.Timestamp)
{
result = 0;
}
long queryResult;
if (block)
{
queryResult = _counter.AwaitResult(wakeSignal);
}
else
{
if (!_counter.TryGetResult(out queryResult))
{
return false;
}
}
result += (ulong)queryResult;
OnResult?.Invoke(this, result);
Dispose(); // Return the our resources to the pool.
return true;
}
}
public void Flush()
{
if (Disposed)
{
return;
}
// Tell the queue to process all events up to this one.
_queue.FlushTo(this);
}
public void Dispose()
{
Disposed = true;
_queue.ReturnQueryObject(_counter);
}
}
}