rjx-mirror/Ryujinx.Graphics.OpenGL/Queries/Counters.cs
Ac_K a1ddaa2736
ui: Fixes disposing on GTK/Avalonia and Firmware Messages on Avalonia (#3885)
* ui: Only wait on _exitEvent when MainLoop is active under GTK

This fixes a dispose issue under Horizon/GTK, we don't check if the ApplicationClient is null so it throw NCE. We don't check if the main loop is active and waiting an event which is set in the main loop... So that could lead to a freeze.

Everything works fine in GTK now.

Related issue: https://github.com/Ryujinx/Ryujinx/issues/3873

As a side note, same kind of issue appear in Avalonia UI too. Firmware's popup doesn't show anything and the emulator just freeze.

* TSRBerry's change

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Fix Avalonia crashing/freezing

* Add Avalonia OpenGL fixes

* Fix firmware popup on windows

* Fixes everything

* Add _initialized bool to VulkanRenderer and OpenGL Window

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2022-11-24 15:08:27 +01:00

57 lines
No EOL
1.4 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class Counters : IDisposable
{
private CounterQueue[] _counterQueues;
public Counters()
{
int count = Enum.GetNames<CounterType>().Length;
_counterQueues = new CounterQueue[count];
}
public void Initialize()
{
for (int index = 0; index < _counterQueues.Length; index++)
{
CounterType type = (CounterType)index;
_counterQueues[index] = new CounterQueue(type);
}
}
public CounterQueueEvent QueueReport(CounterType type, EventHandler<ulong> resultHandler, ulong lastDrawIndex, bool hostReserved)
{
return _counterQueues[(int)type].QueueReport(resultHandler, lastDrawIndex, hostReserved);
}
public void QueueReset(CounterType type)
{
_counterQueues[(int)type].QueueReset();
}
public void Update()
{
foreach (var queue in _counterQueues)
{
queue.Flush(false);
}
}
public void Flush(CounterType type)
{
_counterQueues[(int)type].Flush(true);
}
public void Dispose()
{
foreach (var queue in _counterQueues)
{
queue.Dispose();
}
}
}
}