using Ryujinx.Graphics.Gpu.Synchronization; using System.Collections.Generic; namespace Ryujinx.Graphics.Host1x { class SyncptIncrManager { private readonly SynchronizationManager _syncMgr; private readonly struct SyncptIncr { public uint Id { get; } public ClassId ClassId { get; } public uint SyncptId { get; } public bool Done { get; } public SyncptIncr(uint id, ClassId classId, uint syncptId, bool done = false) { Id = id; ClassId = classId; SyncptId = syncptId; Done = done; } } private readonly List<SyncptIncr> _incrs = new List<SyncptIncr>(); private uint _currentId; public SyncptIncrManager(SynchronizationManager syncMgr) { _syncMgr = syncMgr; } public void Increment(uint id) { lock (_incrs) { _incrs.Add(new SyncptIncr(0, 0, id, true)); IncrementAllDone(); } } public uint IncrementWhenDone(ClassId classId, uint id) { lock (_incrs) { uint handle = _currentId++; _incrs.Add(new SyncptIncr(handle, classId, id)); return handle; } } public void SignalDone(uint handle) { lock (_incrs) { // Set pending increment with the given handle to "done". for (int i = 0; i < _incrs.Count; i++) { SyncptIncr incr = _incrs[i]; if (_incrs[i].Id == handle) { _incrs[i] = new SyncptIncr(incr.Id, incr.ClassId, incr.SyncptId, true); break; } } IncrementAllDone(); } } private void IncrementAllDone() { lock (_incrs) { // Increment all sequential pending increments that are already done. int doneCount = 0; for (; doneCount < _incrs.Count; doneCount++) { if (!_incrs[doneCount].Done) { break; } _syncMgr.IncrementSyncpoint(_incrs[doneCount].SyncptId); } _incrs.RemoveRange(0, doneCount); } } } }