103 lines
2.5 KiB
C#
103 lines
2.5 KiB
C#
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using OpenTK;
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using OpenTK.Graphics;
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using Ryujinx.Common;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL
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{
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class BackgroundContextWorker : IDisposable
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{
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[ThreadStatic]
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public static bool InBackground;
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private GameWindow _window;
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private GraphicsContext _context;
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private Thread _thread;
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private bool _running;
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private AutoResetEvent _signal;
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private Queue<Action> _work;
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private ObjectPool<ManualResetEventSlim> _invokePool;
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public BackgroundContextWorker(IGraphicsContext baseContext)
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{
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_window = new GameWindow(
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100, 100, GraphicsMode.Default,
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"Background Window", OpenTK.GameWindowFlags.FixedWindow, OpenTK.DisplayDevice.Default,
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3, 3, GraphicsContextFlags.ForwardCompatible, baseContext, false);
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_window.Visible = false;
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_context = (GraphicsContext)_window.Context;
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_context.MakeCurrent(null);
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_running = true;
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_signal = new AutoResetEvent(false);
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_work = new Queue<Action>();
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_invokePool = new ObjectPool<ManualResetEventSlim>(() => new ManualResetEventSlim(), 10);
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_thread = new Thread(Run);
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_thread.Start();
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}
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private void Run()
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{
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InBackground = true;
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_context.MakeCurrent(_window.WindowInfo);
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while (_running)
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{
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Action action;
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lock (_work)
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{
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_work.TryDequeue(out action);
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}
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if (action != null)
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{
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action();
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}
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else
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{
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_signal.WaitOne();
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}
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}
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_window.Dispose();
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}
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public void Invoke(Action action)
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{
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ManualResetEventSlim actionComplete = _invokePool.Allocate();
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lock (_work)
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{
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_work.Enqueue(() =>
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{
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action();
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actionComplete.Set();
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});
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}
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_signal.Set();
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actionComplete.Wait();
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actionComplete.Reset();
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_invokePool.Release(actionComplete);
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}
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public void Dispose()
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{
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_running = false;
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_signal.Set();
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_thread.Join();
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_signal.Dispose();
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}
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}
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}
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