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* GPU: Scale counter results before addition Counter results were being scaled on ReportCounter, which meant that the _total_ value of the counter was being scaled. Not only could this result in very large numbers and weird overflows if the game doesn't clear the counter, but it also caused the result to change drastically. This PR changes scaling to be done when the value is added to the counter on the backend. This should evaluate the scale at the same time as before, on report counter, but avoiding the issue with scaling the total. Fixes scaling in Warioware, at least in the demo, where it seems to compare old/new counters and broke down when scaling was enabled. * Fix issues when result is partially uploaded. Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
120 lines
3.6 KiB
C#
120 lines
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using System;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class BufferedQuery : IDisposable
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{
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private const int MaxQueryRetries = 5000;
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private const long DefaultValue = -1;
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private const ulong HighMask = 0xFFFFFFFF00000000;
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public int Query { get; }
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private int _buffer;
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private IntPtr _bufferMap;
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private QueryTarget _type;
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public BufferedQuery(QueryTarget type)
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{
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_buffer = GL.GenBuffer();
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Query = GL.GenQuery();
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_type = type;
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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unsafe
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{
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long defaultValue = DefaultValue;
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GL.BufferStorage(BufferTarget.QueryBuffer, sizeof(long), (IntPtr)(&defaultValue), BufferStorageFlags.MapReadBit | BufferStorageFlags.MapWriteBit | BufferStorageFlags.MapPersistentBit);
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}
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_bufferMap = GL.MapBufferRange(BufferTarget.QueryBuffer, IntPtr.Zero, sizeof(long), BufferAccessMask.MapReadBit | BufferAccessMask.MapWriteBit | BufferAccessMask.MapPersistentBit);
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}
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public void Reset()
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{
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GL.EndQuery(_type);
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GL.BeginQuery(_type, Query);
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}
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public void Begin()
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{
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GL.BeginQuery(_type, Query);
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}
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public unsafe void End(bool withResult)
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{
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GL.EndQuery(_type);
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if (withResult)
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{
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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Marshal.WriteInt64(_bufferMap, -1L);
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GL.GetQueryObject(Query, GetQueryObjectParam.QueryResult, (long*)0);
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GL.MemoryBarrier(MemoryBarrierFlags.QueryBufferBarrierBit | MemoryBarrierFlags.ClientMappedBufferBarrierBit);
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}
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else
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{
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// Dummy result, just return 0.
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Marshal.WriteInt64(_bufferMap, 0L);
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}
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}
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private bool WaitingForValue(long data)
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{
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return data == DefaultValue ||
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((ulong)data & HighMask) == (unchecked((ulong)DefaultValue) & HighMask);
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}
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public bool TryGetResult(out long result)
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{
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result = Marshal.ReadInt64(_bufferMap);
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return WaitingForValue(result);
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}
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public long AwaitResult(AutoResetEvent wakeSignal = null)
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{
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long data = DefaultValue;
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if (wakeSignal == null)
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{
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while (WaitingForValue(data))
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{
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data = Marshal.ReadInt64(_bufferMap);
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}
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}
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else
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{
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int iterations = 0;
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while (WaitingForValue(data) && iterations++ < MaxQueryRetries)
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{
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data = Marshal.ReadInt64(_bufferMap);
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if (WaitingForValue(data))
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{
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wakeSignal.WaitOne(1);
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}
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}
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if (iterations >= MaxQueryRetries)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Error: Query result timed out. Took more than {MaxQueryRetries} tries.");
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}
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}
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return data;
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}
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public void Dispose()
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{
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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GL.UnmapBuffer(BufferTarget.QueryBuffer);
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GL.DeleteBuffer(_buffer);
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GL.DeleteQuery(Query);
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}
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}
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}
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