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* 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.
101 lines
2.3 KiB
C#
101 lines
2.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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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 CounterQueueEvent : ICounterEvent
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{
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public event EventHandler<ulong> OnResult;
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public QueryTarget Type { get; }
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public bool ClearCounter { get; private set; }
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public int Query => _counter.Query;
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public bool Disposed { get; private set; }
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public bool Invalid { get; set; }
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private CounterQueue _queue;
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private BufferedQuery _counter;
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private object _lock = new object();
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public CounterQueueEvent(CounterQueue queue, QueryTarget type)
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{
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_queue = queue;
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_counter = queue.GetQueryObject();
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Type = type;
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_counter.Begin();
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}
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internal void Clear()
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{
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_counter.Reset();
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ClearCounter = true;
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}
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internal void Complete()
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{
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_counter.End();
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}
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internal bool TryConsume(ref ulong result, bool block, AutoResetEvent wakeSignal = null)
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{
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lock (_lock)
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{
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if (Disposed)
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{
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return true;
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}
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if (ClearCounter || Type == QueryTarget.Timestamp)
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{
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result = 0;
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}
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long queryResult;
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if (block)
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{
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queryResult = _counter.AwaitResult(wakeSignal);
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}
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else
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{
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if (!_counter.TryGetResult(out queryResult))
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{
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return false;
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}
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}
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result += (ulong)queryResult;
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OnResult?.Invoke(this, result);
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Dispose(); // Return the our resources to the pool.
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return true;
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}
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}
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public void Flush()
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{
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if (Disposed)
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{
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return;
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}
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// Tell the queue to process all events up to this one.
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_queue.FlushTo(this);
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}
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public void Dispose()
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{
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Disposed = true;
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_queue.ReturnQueryObject(_counter);
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}
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}
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}
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