130 lines
3.6 KiB
C#
130 lines
3.6 KiB
C#
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Sync : IDisposable
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{
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private class SyncHandle
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{
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public ulong ID;
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public IntPtr Handle;
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}
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private ulong _firstHandle = 0;
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private List<SyncHandle> Handles = new List<SyncHandle>();
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public void Create(ulong id)
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{
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SyncHandle handle = new SyncHandle
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{
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ID = id,
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Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
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};
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lock (Handles)
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{
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Handles.Add(handle);
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}
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}
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public void Wait(ulong id)
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{
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SyncHandle result = null;
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lock (Handles)
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{
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if ((long)(_firstHandle - id) > 0)
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{
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return; // The handle has already been signalled or deleted.
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}
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foreach (SyncHandle handle in Handles)
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{
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if (handle.ID == id)
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{
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result = handle;
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break;
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}
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}
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}
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if (result != null)
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{
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lock (result)
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{
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if (result.Handle == IntPtr.Zero)
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{
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return;
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}
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WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
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if (syncResult == WaitSyncStatus.TimeoutExpired)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"GL Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
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}
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}
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}
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}
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public void Cleanup()
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{
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// Iterate through handles and remove any that have already been signalled.
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while (true)
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{
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SyncHandle first = null;
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lock (Handles)
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{
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first = Handles.FirstOrDefault();
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}
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if (first == null) break;
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WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
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if (syncResult == WaitSyncStatus.AlreadySignaled)
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{
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// Delete the sync object.
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lock (Handles)
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{
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lock (first)
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{
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_firstHandle = first.ID + 1;
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Handles.RemoveAt(0);
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GL.DeleteSync(first.Handle);
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first.Handle = IntPtr.Zero;
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}
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}
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} else
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{
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// This sync handle and any following have not been reached yet.
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break;
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}
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}
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}
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public void Dispose()
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{
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lock (Handles)
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{
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foreach (SyncHandle handle in Handles)
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{
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lock (handle)
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{
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GL.DeleteSync(handle.Handle);
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handle.Handle = IntPtr.Zero;
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}
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}
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Handles.Clear();
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}
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}
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}
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}
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