Ryujinx/src/Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
riperiperi 14b2395290 OpenGL: Batch counter copies
Similar to Vulkan, batches counter results to be copied back on render pass switch. We don't control render passes on OpenGL so it just guesses where to flush, as well as forcing it when the host is going to wait.
2024-02-24 20:13:31 +00:00

227 lines
6.6 KiB
C#

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 readonly Counters _parent;
private readonly Queue<CounterQueueEvent> _events = new();
private CounterQueueEvent _current;
private ulong _accumulatedCounter;
private int _waiterCount;
private readonly object _lock = new();
private readonly Queue<BufferedQuery> _queryPool;
private readonly AutoResetEvent _queuedEvent = new(false);
private readonly AutoResetEvent _wakeSignal = new(false);
private readonly AutoResetEvent _eventConsumed = new(false);
private readonly Thread _consumerThread;
internal CounterQueue(Counters parent, CounterType type)
{
_parent = parent;
Type = type;
QueryTarget glType = GetTarget(Type);
_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
for (int i = 0; i < QueryPoolInitialSize; i++)
{
_queryPool.Enqueue(new BufferedQuery(parent, glType));
}
_current = new CounterQueueEvent(this, glType, 0);
_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
{
// Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
}
if (_waiterCount > 0)
{
_eventConsumed.Set();
}
}
}
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(_parent, GetTarget(Type));
}
}
}
internal void ReturnQueryObject(BufferedQuery query)
{
lock (_lock)
{
_queryPool.Enqueue(query);
}
}
public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, float divisor, ulong lastDrawIndex, bool hostReserved)
{
CounterQueueEvent result;
ulong draws = lastDrawIndex - _current.DrawIndex;
lock (_lock)
{
// A query's result only matters if more than one draw was performed during it.
// Otherwise, dummy it out and return 0 immediately.
if (hostReserved)
{
// This counter event is guaranteed to be available for host conditional rendering.
_current.ReserveForHostAccess();
}
_current.Complete(draws > 0, divisor);
_events.Enqueue(_current);
_current.OnResult += resultHandler;
result = _current;
_current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
}
_queuedEvent.Set();
return result;
}
public void QueueReset(ulong lastDrawIndex)
{
lock (_lock)
{
_current.Clear(lastDrawIndex);
}
}
private static QueryTarget GetTarget(CounterType type)
{
return type switch
{
CounterType.SamplesPassed => QueryTarget.SamplesPassed,
CounterType.PrimitivesGenerated => QueryTarget.PrimitivesGenerated,
CounterType.TransformFeedbackPrimitivesWritten => QueryTarget.TransformFeedbackPrimitivesWritten,
_ => 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)
{
// Flush the counter queue on the main thread.
Interlocked.Increment(ref _waiterCount);
_wakeSignal.Set();
while (!evt.Disposed)
{
_eventConsumed.WaitOne(1);
}
Interlocked.Decrement(ref _waiterCount);
}
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();
}
_queuedEvent.Dispose();
_wakeSignal.Dispose();
_eventConsumed.Dispose();
}
}
}