Ryujinx/Ryujinx.Graphics.Vulkan/Queries/CounterQueueEvent.cs
riperiperi 4cc0c2132c Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.

Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
2022-06-17 22:42:51 +01:00

171 lines
3.8 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Vulkan.Queries
{
class CounterQueueEvent : ICounterEvent
{
public event EventHandler<ulong> OnResult;
public CounterType Type { get; }
public bool ClearCounter { get; private set; }
public bool Disposed { get; private set; }
public bool Invalid { get; set; }
public ulong DrawIndex { get; }
private CounterQueue _queue;
private BufferedQuery _counter;
private bool _hostAccessReserved = false;
private int _refCount = 1; // Starts with a reference from the counter queue.
private object _lock = new object();
private ulong _result = ulong.MaxValue;
public CounterQueueEvent(CounterQueue queue, CounterType type, ulong drawIndex)
{
_queue = queue;
_counter = queue.GetQueryObject();
Type = type;
DrawIndex = drawIndex;
_counter.Begin();
}
public Auto<DisposableBuffer> GetBuffer()
{
return _counter.GetBuffer();
}
internal void Clear(bool counterReset)
{
if (counterReset)
{
_counter.Reset();
}
ClearCounter = true;
}
internal void Complete(bool withResult)
{
_counter.End(withResult);
}
internal bool TryConsume(ref ulong result, bool block, AutoResetEvent wakeSignal = null)
{
lock (_lock)
{
if (Disposed)
{
return true;
}
if (ClearCounter)
{
result = 0;
}
long queryResult;
if (block)
{
queryResult = _counter.AwaitResult(wakeSignal);
}
else
{
if (!_counter.TryGetResult(out queryResult))
{
return false;
}
}
result += (ulong)queryResult;
_result = result;
OnResult?.Invoke(this, result);
Dispose(); // Return the our resources to the pool.
return true;
}
}
public void Flush()
{
if (Disposed)
{
return;
}
// Tell the queue to process all events up to this one.
_queue.FlushTo(this);
}
public void DecrementRefCount()
{
if (Interlocked.Decrement(ref _refCount) == 0)
{
DisposeInternal();
}
else
{
}
}
public bool ReserveForHostAccess()
{
if (_hostAccessReserved)
{
return true;
}
if (IsValueAvailable())
{
return false;
}
if (Interlocked.Increment(ref _refCount) == 1)
{
Interlocked.Decrement(ref _refCount);
return false;
}
_hostAccessReserved = true;
return true;
}
public void ReleaseHostAccess()
{
_hostAccessReserved = false;
DecrementRefCount();
}
private void DisposeInternal()
{
_queue.ReturnQueryObject(_counter);
}
private bool IsValueAvailable()
{
return _result != ulong.MaxValue || _counter.TryGetResult(out _);
}
public void Dispose()
{
Disposed = true;
DecrementRefCount();
}
}
}