using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using System.Threading; namespace Ryujinx.Graphics.GAL.Multithreading { /// /// Buffer handles given to the client are not the same as those provided by the backend, /// as their handle is created at a later point on the queue. /// The handle returned is a unique identifier that will map to the real buffer when it is available. /// Note that any uses within the queue should be safe, but outside you must use MapBufferBlocking. /// class BufferMap { private ulong _bufferHandle = 0; private Dictionary _bufferMap = new Dictionary(); private HashSet _inFlight = new HashSet(); private AutoResetEvent _inFlightChanged = new AutoResetEvent(false); internal BufferHandle CreateBufferHandle() { ulong handle64 = Interlocked.Increment(ref _bufferHandle); BufferHandle threadedHandle = Unsafe.As(ref handle64); lock (_inFlight) { _inFlight.Add(threadedHandle); } return threadedHandle; } internal void AssignBuffer(BufferHandle threadedHandle, BufferHandle realHandle) { lock (_bufferMap) { _bufferMap[threadedHandle] = realHandle; } lock (_inFlight) { _inFlight.Remove(threadedHandle); } _inFlightChanged.Set(); } internal void UnassignBuffer(BufferHandle threadedHandle) { lock (_bufferMap) { _bufferMap.Remove(threadedHandle); } } internal BufferHandle MapBuffer(BufferHandle handle) { // Maps a threaded buffer to a backend one. // Threaded buffers are returned on creation as the buffer // isn't actually created until the queue runs the command. BufferHandle result; lock (_bufferMap) { if (!_bufferMap.TryGetValue(handle, out result)) { result = BufferHandle.Null; } return result; } } internal BufferHandle MapBufferBlocking(BufferHandle handle) { // Blocks until the handle is available. BufferHandle result; lock (_bufferMap) { if (_bufferMap.TryGetValue(handle, out result)) { return result; } } bool signal = false; while (true) { lock (_inFlight) { if (!_inFlight.Contains(handle)) { break; } } _inFlightChanged.WaitOne(); signal = true; } if (signal) { // Signal other threads which might still be waiting. _inFlightChanged.Set(); } return MapBuffer(handle); } internal BufferRange MapBufferRange(BufferRange range) { return new BufferRange(MapBuffer(range.Handle), range.Offset, range.Size); } internal Span MapBufferRanges(Span ranges) { // Rewrite the buffer ranges to point to the mapped handles. lock (_bufferMap) { for (int i = 0; i < ranges.Length; i++) { ref BufferRange range = ref ranges[i]; BufferHandle result; if (!_bufferMap.TryGetValue(range.Handle, out result)) { result = BufferHandle.Null; } range = new BufferRange(result, range.Offset, range.Size); } } return ranges; } internal Span MapBufferRanges(Span ranges) { // Rewrite the buffer ranges to point to the mapped handles. lock (_bufferMap) { for (int i = 0; i < ranges.Length; i++) { ref BufferAssignment assignment = ref ranges[i]; BufferRange range = assignment.Range; BufferHandle result; if (!_bufferMap.TryGetValue(range.Handle, out result)) { result = BufferHandle.Null; } assignment = new BufferAssignment(ranges[i].Binding, new BufferRange(result, range.Offset, range.Size)); } } return ranges; } internal Span MapBufferRanges(Span ranges) { // Rewrite the buffer ranges to point to the mapped handles. lock (_bufferMap) { for (int i = 0; i < ranges.Length; i++) { BufferRange range = ranges[i].Buffer; BufferHandle result; if (!_bufferMap.TryGetValue(range.Handle, out result)) { result = BufferHandle.Null; } range = new BufferRange(result, range.Offset, range.Size); ranges[i] = new VertexBufferDescriptor(range, ranges[i].Stride, ranges[i].Divisor); } } return ranges; } } }