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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17 changed files with 724 additions and 136 deletions
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@ -1,6 +1,7 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using System;
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@ -1023,6 +1024,46 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
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{
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if (value is CounterQueueEvent)
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{
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// Compare an event and a constant value.
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CounterQueueEvent evt = (CounterQueueEvent)value;
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// Easy host conditional rendering when the check matches what GL can do:
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// - Event is of type samples passed.
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// - Result is not a combination of multiple queries.
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// - Comparing against 0.
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// - Event has not already been flushed.
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if (evt.Disposed)
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{
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// If the event has been flushed, then just use the values on the CPU.
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// The query object may already be repurposed for another draw (eg. begin + end).
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return false;
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}
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if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
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{
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GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
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return true;
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}
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}
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return false; // The GPU will flush the queries to CPU and evaluate the condition there instead.
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
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{
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return false; // We don't currently have a way to compare two counters for conditional rendering.
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}
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public void EndHostConditionalRendering()
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{
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GL.EndConditionalRender();
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}
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public void Dispose()
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{
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_framebuffer?.Dispose();
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