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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riperiperi 2020-05-04 03:24:59 +01:00 committed by GitHub
parent 651a07c6c2
commit cd48576f58
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17 changed files with 724 additions and 136 deletions

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@ -1,6 +1,7 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Queries;
using Ryujinx.Graphics.Shader;
using System;
@ -1023,6 +1024,46 @@ namespace Ryujinx.Graphics.OpenGL
}
}
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
{
if (value is CounterQueueEvent)
{
// Compare an event and a constant value.
CounterQueueEvent evt = (CounterQueueEvent)value;
// Easy host conditional rendering when the check matches what GL can do:
// - Event is of type samples passed.
// - Result is not a combination of multiple queries.
// - Comparing against 0.
// - Event has not already been flushed.
if (evt.Disposed)
{
// If the event has been flushed, then just use the values on the CPU.
// The query object may already be repurposed for another draw (eg. begin + end).
return false;
}
if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
{
GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
return true;
}
}
return false; // The GPU will flush the queries to CPU and evaluate the condition there instead.
}
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
{
return false; // We don't currently have a way to compare two counters for conditional rendering.
}
public void EndHostConditionalRendering()
{
GL.EndConditionalRender();
}
public void Dispose()
{
_framebuffer?.Dispose();