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* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
100 lines
2.5 KiB
C#
100 lines
2.5 KiB
C#
using Ryujinx.Graphics.Gpu.Synchronization;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Host1x
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{
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class SyncptIncrManager
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{
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private readonly SynchronizationManager _syncMgr;
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private readonly struct SyncptIncr
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{
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public uint Id { get; }
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public ClassId ClassId { get; }
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public uint SyncptId { get; }
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public bool Done { get; }
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public SyncptIncr(uint id, ClassId classId, uint syncptId, bool done = false)
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{
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Id = id;
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ClassId = classId;
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SyncptId = syncptId;
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Done = done;
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}
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}
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private readonly List<SyncptIncr> _incrs = new List<SyncptIncr>();
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private uint _currentId;
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public SyncptIncrManager(SynchronizationManager syncMgr)
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{
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_syncMgr = syncMgr;
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}
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public void Increment(uint id)
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{
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lock (_incrs)
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{
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_incrs.Add(new SyncptIncr(0, 0, id, true));
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IncrementAllDone();
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}
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}
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public uint IncrementWhenDone(ClassId classId, uint id)
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{
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lock (_incrs)
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{
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uint handle = _currentId++;
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_incrs.Add(new SyncptIncr(handle, classId, id));
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return handle;
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}
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}
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public void SignalDone(uint handle)
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{
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lock (_incrs)
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{
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// Set pending increment with the given handle to "done".
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for (int i = 0; i < _incrs.Count; i++)
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{
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SyncptIncr incr = _incrs[i];
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if (_incrs[i].Id == handle)
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{
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_incrs[i] = new SyncptIncr(incr.Id, incr.ClassId, incr.SyncptId, true);
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break;
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}
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}
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IncrementAllDone();
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}
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}
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private void IncrementAllDone()
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{
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lock (_incrs)
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{
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// Increment all sequential pending increments that are already done.
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int doneCount = 0;
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for (; doneCount < _incrs.Count; doneCount++)
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{
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if (!_incrs[doneCount].Done)
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{
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break;
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}
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_syncMgr.IncrementSyncpoint(_incrs[doneCount].SyncptId);
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}
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_incrs.RemoveRange(0, doneCount);
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}
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}
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}
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}
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