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;
}
}
}