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Ryujinx/Ryujinx.Graphics.OpenGL/Sync.cs
riperiperi 458452279c
GPU: Track buffer migrations and flush source on incomplete copy (#3952)
* Track buffer migrations and flush source on incomplete copy

Makes sure that the modified range list is always from the latest iteration of the buffer, and flushes earlier iterations of a buffer if the data has not been migrated yet.

* Cleanup 1

* Reduce cost for redundant signal checks on Vulkan

* Only inherit the range list if there are pending ranges.

* Fix OpenGL

* Address Feedback

* Whoops
2022-12-01 16:30:13 +01:00

168 lines
4.8 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.OpenGL
{
class Sync : IDisposable
{
private class SyncHandle
{
public ulong ID;
public IntPtr Handle;
}
private ulong _firstHandle = 0;
private ClientWaitSyncFlags _syncFlags => HwCapabilities.RequiresSyncFlush ? ClientWaitSyncFlags.None : ClientWaitSyncFlags.SyncFlushCommandsBit;
private List<SyncHandle> _handles = new List<SyncHandle>();
public void Create(ulong id)
{
SyncHandle handle = new SyncHandle
{
ID = id,
Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
};
if (HwCapabilities.RequiresSyncFlush)
{
// Force commands to flush up to the syncpoint.
GL.ClientWaitSync(handle.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
}
lock (_handles)
{
_handles.Add(handle);
}
}
public ulong GetCurrent()
{
lock (_handles)
{
ulong lastHandle = _firstHandle;
foreach (SyncHandle handle in _handles)
{
lock (handle)
{
if (handle.Handle == IntPtr.Zero)
{
continue;
}
if (handle.ID > lastHandle)
{
WaitSyncStatus syncResult = GL.ClientWaitSync(handle.Handle, _syncFlags, 0);
if (syncResult == WaitSyncStatus.AlreadySignaled)
{
lastHandle = handle.ID;
}
}
}
}
return lastHandle;
}
}
public void Wait(ulong id)
{
SyncHandle result = null;
lock (_handles)
{
if ((long)(_firstHandle - id) > 0)
{
return; // The handle has already been signalled or deleted.
}
foreach (SyncHandle handle in _handles)
{
if (handle.ID == id)
{
result = handle;
break;
}
}
}
if (result != null)
{
lock (result)
{
if (result.Handle == IntPtr.Zero)
{
return;
}
WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, _syncFlags, 1000000000);
if (syncResult == WaitSyncStatus.TimeoutExpired)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"GL Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
}
}
}
}
public void Cleanup()
{
// Iterate through handles and remove any that have already been signalled.
while (true)
{
SyncHandle first = null;
lock (_handles)
{
first = _handles.FirstOrDefault();
}
if (first == null) break;
WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, _syncFlags, 0);
if (syncResult == WaitSyncStatus.AlreadySignaled)
{
// Delete the sync object.
lock (_handles)
{
lock (first)
{
_firstHandle = first.ID + 1;
_handles.RemoveAt(0);
GL.DeleteSync(first.Handle);
first.Handle = IntPtr.Zero;
}
}
} else
{
// This sync handle and any following have not been reached yet.
break;
}
}
}
public void Dispose()
{
lock (_handles)
{
foreach (SyncHandle handle in _handles)
{
lock (handle)
{
GL.DeleteSync(handle.Handle);
handle.Handle = IntPtr.Zero;
}
}
_handles.Clear();
}
}
}
}