mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-19 22:16:40 +00:00
cd48576f58
* 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.
105 lines
3 KiB
C#
105 lines
3 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using System;
|
|
using System.Runtime.InteropServices;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Queries
|
|
{
|
|
class BufferedQuery : IDisposable
|
|
{
|
|
private const int MaxQueryRetries = 5000;
|
|
private const long DefaultValue = -1;
|
|
|
|
public int Query { get; }
|
|
|
|
private int _buffer;
|
|
private IntPtr _bufferMap;
|
|
private QueryTarget _type;
|
|
|
|
public BufferedQuery(QueryTarget type)
|
|
{
|
|
_buffer = GL.GenBuffer();
|
|
Query = GL.GenQuery();
|
|
_type = type;
|
|
|
|
GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
|
|
|
|
unsafe
|
|
{
|
|
long defaultValue = DefaultValue;
|
|
GL.BufferStorage(BufferTarget.QueryBuffer, sizeof(long), (IntPtr)(&defaultValue), BufferStorageFlags.MapReadBit | BufferStorageFlags.MapWriteBit | BufferStorageFlags.MapPersistentBit);
|
|
}
|
|
_bufferMap = GL.MapBufferRange(BufferTarget.QueryBuffer, IntPtr.Zero, sizeof(long), BufferAccessMask.MapReadBit | BufferAccessMask.MapWriteBit | BufferAccessMask.MapPersistentBit);
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
GL.EndQuery(_type);
|
|
GL.BeginQuery(_type, Query);
|
|
}
|
|
|
|
public void Begin()
|
|
{
|
|
GL.BeginQuery(_type, Query);
|
|
}
|
|
|
|
public unsafe void End()
|
|
{
|
|
GL.Flush();
|
|
GL.EndQuery(_type);
|
|
|
|
GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
|
|
|
|
Marshal.WriteInt64(_bufferMap, -1L);
|
|
GL.GetQueryObject(Query, GetQueryObjectParam.QueryResult, (long*)0);
|
|
}
|
|
|
|
public bool TryGetResult(out long result)
|
|
{
|
|
result = Marshal.ReadInt64(_bufferMap);
|
|
|
|
return result != DefaultValue;
|
|
}
|
|
|
|
public long AwaitResult(AutoResetEvent wakeSignal = null)
|
|
{
|
|
long data = DefaultValue;
|
|
|
|
if (wakeSignal == null)
|
|
{
|
|
while (data == DefaultValue)
|
|
{
|
|
data = Marshal.ReadInt64(_bufferMap);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int iterations = 0;
|
|
while (data == DefaultValue && iterations++ < MaxQueryRetries)
|
|
{
|
|
data = Marshal.ReadInt64(_bufferMap);
|
|
if (data == DefaultValue)
|
|
{
|
|
wakeSignal.WaitOne(1);
|
|
}
|
|
}
|
|
|
|
if (iterations >= MaxQueryRetries)
|
|
{
|
|
Logger.PrintError(LogClass.Gpu, $"Error: Query result timed out. Took more than {MaxQueryRetries} tries.");
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
|
|
GL.UnmapBuffer(BufferTarget.QueryBuffer);
|
|
GL.DeleteBuffer(_buffer);
|
|
GL.DeleteQuery(Query);
|
|
}
|
|
}
|
|
}
|