cd48576f58
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
57 lines
1.3 KiB
C#
57 lines
1.3 KiB
C#
using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class Counters : IDisposable
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{
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private CounterQueue[] _counterQueues;
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public Counters()
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{
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int count = Enum.GetNames(typeof(CounterType)).Length;
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_counterQueues = new CounterQueue[count];
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}
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public void Initialize()
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{
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for (int index = 0; index < _counterQueues.Length; index++)
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{
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CounterType type = (CounterType)index;
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_counterQueues[index] = new CounterQueue(type);
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}
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}
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public CounterQueueEvent QueueReport(CounterType type, EventHandler<ulong> resultHandler)
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{
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return _counterQueues[(int)type].QueueReport(resultHandler);
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}
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public void QueueReset(CounterType type)
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{
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_counterQueues[(int)type].QueueReset();
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}
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public void Update()
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{
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foreach (var queue in _counterQueues)
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{
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queue.Flush(false);
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}
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}
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public void Flush(CounterType type)
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{
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_counterQueues[(int)type].Flush(true);
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}
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public void Dispose()
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{
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foreach (var queue in _counterQueues)
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{
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queue.Dispose();
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}
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}
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}
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}
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