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Ryujinx/Ryujinx.Graphics.OpenGL/Queries/Counters.cs
riperiperi cd48576f58
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.
2020-05-04 12:24:59 +10:00

57 lines
1.3 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class Counters : IDisposable
{
private CounterQueue[] _counterQueues;
public Counters()
{
int count = Enum.GetNames(typeof(CounterType)).Length;
_counterQueues = new CounterQueue[count];
}
public void Initialize()
{
for (int index = 0; index < _counterQueues.Length; index++)
{
CounterType type = (CounterType)index;
_counterQueues[index] = new CounterQueue(type);
}
}
public CounterQueueEvent QueueReport(CounterType type, EventHandler<ulong> resultHandler)
{
return _counterQueues[(int)type].QueueReport(resultHandler);
}
public void QueueReset(CounterType type)
{
_counterQueues[(int)type].QueueReset();
}
public void Update()
{
foreach (var queue in _counterQueues)
{
queue.Flush(false);
}
}
public void Flush(CounterType type)
{
_counterQueues[(int)type].Flush(true);
}
public void Dispose()
{
foreach (var queue in _counterQueues)
{
queue.Dispose();
}
}
}
}