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
105
Ryujinx.Graphics.OpenGL/Queries/BufferedQuery.cs
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105
Ryujinx.Graphics.OpenGL/Queries/BufferedQuery.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using System;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class BufferedQuery : IDisposable
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{
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private const int MaxQueryRetries = 5000;
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private const long DefaultValue = -1;
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public int Query { get; }
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private int _buffer;
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private IntPtr _bufferMap;
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private QueryTarget _type;
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public BufferedQuery(QueryTarget type)
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{
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_buffer = GL.GenBuffer();
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Query = GL.GenQuery();
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_type = type;
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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unsafe
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{
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long defaultValue = DefaultValue;
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GL.BufferStorage(BufferTarget.QueryBuffer, sizeof(long), (IntPtr)(&defaultValue), BufferStorageFlags.MapReadBit | BufferStorageFlags.MapWriteBit | BufferStorageFlags.MapPersistentBit);
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}
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_bufferMap = GL.MapBufferRange(BufferTarget.QueryBuffer, IntPtr.Zero, sizeof(long), BufferAccessMask.MapReadBit | BufferAccessMask.MapWriteBit | BufferAccessMask.MapPersistentBit);
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}
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public void Reset()
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{
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GL.EndQuery(_type);
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GL.BeginQuery(_type, Query);
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}
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public void Begin()
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{
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GL.BeginQuery(_type, Query);
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}
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public unsafe void End()
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{
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GL.Flush();
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GL.EndQuery(_type);
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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Marshal.WriteInt64(_bufferMap, -1L);
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GL.GetQueryObject(Query, GetQueryObjectParam.QueryResult, (long*)0);
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}
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public bool TryGetResult(out long result)
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{
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result = Marshal.ReadInt64(_bufferMap);
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return result != DefaultValue;
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}
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public long AwaitResult(AutoResetEvent wakeSignal = null)
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{
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long data = DefaultValue;
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if (wakeSignal == null)
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{
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while (data == DefaultValue)
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{
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data = Marshal.ReadInt64(_bufferMap);
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}
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}
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else
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{
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int iterations = 0;
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while (data == DefaultValue && iterations++ < MaxQueryRetries)
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{
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data = Marshal.ReadInt64(_bufferMap);
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if (data == DefaultValue)
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{
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wakeSignal.WaitOne(1);
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}
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}
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if (iterations >= MaxQueryRetries)
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{
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Logger.PrintError(LogClass.Gpu, $"Error: Query result timed out. Took more than {MaxQueryRetries} tries.");
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}
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}
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return data;
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}
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public void Dispose()
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{
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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GL.UnmapBuffer(BufferTarget.QueryBuffer);
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GL.DeleteBuffer(_buffer);
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GL.DeleteQuery(Query);
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}
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}
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}
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