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.
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651a07c6c2
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17 changed files with 724 additions and 136 deletions
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@ -35,17 +35,22 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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bool renderEnable = GetRenderEnable(state);
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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if (!renderEnable || _instancedDrawPending)
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if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
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{
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if (!renderEnable)
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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PerformDeferredDraws();
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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@ -72,6 +77,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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@ -100,6 +110,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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drawState.First,
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firstInstance);
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}
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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