From cd48576f5846aa89a36bfc833e9de5dde9627aed Mon Sep 17 00:00:00 2001 From: riperiperi Date: Mon, 4 May 2020 03:24:59 +0100 Subject: Implement Counter Queue and Partial Host Conditional Rendering (#1167) * 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. --- Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs | 209 ++++++++++++++++++++++++ 1 file changed, 209 insertions(+) create mode 100644 Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs (limited to 'Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs') diff --git a/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs b/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs new file mode 100644 index 00000000..f34bc86d --- /dev/null +++ b/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs @@ -0,0 +1,209 @@ +using OpenTK.Graphics.OpenGL; +using Ryujinx.Graphics.GAL; +using System; +using System.Collections.Generic; +using System.Threading; + +namespace Ryujinx.Graphics.OpenGL.Queries +{ + class CounterQueue : IDisposable + { + private const int QueryPoolInitialSize = 100; + + public CounterType Type { get; } + public bool Disposed { get; private set; } + + private Queue _events = new Queue(); + private CounterQueueEvent _current; + + private ulong _accumulatedCounter; + + private object _lock = new object(); + + private Queue _queryPool; + private AutoResetEvent _queuedEvent = new AutoResetEvent(false); + private AutoResetEvent _wakeSignal = new AutoResetEvent(false); + + private Thread _consumerThread; + + internal CounterQueue(CounterType type) + { + Type = type; + + QueryTarget glType = GetTarget(Type); + + _queryPool = new Queue(QueryPoolInitialSize); + for (int i = 0; i < QueryPoolInitialSize; i++) + { + _queryPool.Enqueue(new BufferedQuery(glType)); + } + + _current = new CounterQueueEvent(this, glType); + + _consumerThread = new Thread(EventConsumer); + _consumerThread.Start(); + } + + private void EventConsumer() + { + while (!Disposed) + { + CounterQueueEvent evt = null; + lock (_lock) + { + if (_events.Count > 0) + { + evt = _events.Dequeue(); + } + } + + if (evt == null) + { + _queuedEvent.WaitOne(); // No more events to go through, wait for more. + } + else + { + evt.TryConsume(ref _accumulatedCounter, true, _wakeSignal); + } + } + } + + internal BufferedQuery GetQueryObject() + { + // Creating/disposing query objects on a context we're sharing with will cause issues. + // So instead, make a lot of query objects on the main thread and reuse them. + + lock (_lock) + { + if (_queryPool.Count > 0) + { + BufferedQuery result = _queryPool.Dequeue(); + return result; + } + else + { + return new BufferedQuery(GetTarget(Type)); + } + } + } + + internal void ReturnQueryObject(BufferedQuery query) + { + lock (_lock) + { + _queryPool.Enqueue(query); + } + } + + public CounterQueueEvent QueueReport(EventHandler resultHandler) + { + CounterQueueEvent result; + + lock (_lock) + { + _current.Complete(); + _events.Enqueue(_current); + + result = _current; + result.OnResult += resultHandler; + + _current = new CounterQueueEvent(this, GetTarget(Type)); + } + + _queuedEvent.Set(); + + return result; + } + + public void QueueReset() + { + lock (_lock) + { + _current.Clear(); + } + } + + private static QueryTarget GetTarget(CounterType type) + { + switch (type) + { + case CounterType.SamplesPassed: return QueryTarget.SamplesPassed; + case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated; + case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten; + } + + return QueryTarget.SamplesPassed; + } + + public void Flush(bool blocking) + { + if (!blocking) + { + // Just wake the consumer thread - it will update the queries. + _wakeSignal.Set(); + return; + } + + lock (_lock) + { + // Tell the queue to process all events. + while (_events.Count > 0) + { + CounterQueueEvent flush = _events.Peek(); + if (!flush.TryConsume(ref _accumulatedCounter, true)) + { + return; // If not blocking, then return when we encounter an event that is not ready yet. + } + _events.Dequeue(); + } + } + } + + public void FlushTo(CounterQueueEvent evt) + { + lock (_lock) + { + if (evt.Disposed) + { + return; + } + + // Tell the queue to process all events up to this one. + while (_events.Count > 0) + { + CounterQueueEvent flush = _events.Dequeue(); + flush.TryConsume(ref _accumulatedCounter, true); + + if (flush == evt) + { + return; + } + } + } + } + + public void Dispose() + { + lock (_lock) + { + while (_events.Count > 0) + { + CounterQueueEvent evt = _events.Dequeue(); + + evt.Dispose(); + } + + Disposed = true; + } + + _queuedEvent.Set(); + + _consumerThread.Join(); + + foreach (BufferedQuery query in _queryPool) + { + query.Dispose(); + } + } + } +} -- cgit v1.2.3