using System; using System.Collections.Generic; using System.Threading; namespace Ryujinx.Graphics.Gpu.Synchronization { /// /// Represents GPU hardware syncpoint. /// class Syncpoint { private int _storedValue; public readonly uint Id; // TODO: get rid of this lock private object _listLock = new object(); /// /// The value of the syncpoint. /// public uint Value => (uint)_storedValue; // TODO: switch to something handling concurrency? private List _waiters; public Syncpoint(uint id) { Id = id; _waiters = new List(); } /// /// Register a new callback for a target threshold. /// The callback will be called once the threshold is reached and will automatically be unregistered. /// /// The target threshold /// The callback to call when the threshold is reached /// The created SyncpointWaiterHandle object or null if already past threshold public SyncpointWaiterHandle RegisterCallback(uint threshold, Action callback) { lock (_listLock) { if (Value >= threshold) { callback(); return null; } else { SyncpointWaiterHandle waiterInformation = new SyncpointWaiterHandle { Threshold = threshold, Callback = callback }; _waiters.Add(waiterInformation); return waiterInformation; } } } public void UnregisterCallback(SyncpointWaiterHandle waiterInformation) { lock (_listLock) { _waiters.Remove(waiterInformation); } } /// /// Increment the syncpoint /// /// The incremented value of the syncpoint public uint Increment() { uint currentValue = (uint)Interlocked.Increment(ref _storedValue); lock (_listLock) { _waiters.RemoveAll(item => { bool isPastThreshold = currentValue >= item.Threshold; if (isPastThreshold) { item.Callback(); } return isPastThreshold; }); } return currentValue; } } }