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.
This commit is contained in:
parent
651a07c6c2
commit
cd48576f58
17 changed files with 724 additions and 136 deletions
209
Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
Normal file
209
Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
Normal file
|
@ -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<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
|
||||
private CounterQueueEvent _current;
|
||||
|
||||
private ulong _accumulatedCounter;
|
||||
|
||||
private object _lock = new object();
|
||||
|
||||
private Queue<BufferedQuery> _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<BufferedQuery>(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<ulong> 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue