Ryujinx/Ryujinx.Graphics.Vulkan/Queries/Counters.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

58 lines
1.5 KiB
C#

using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System;
namespace Ryujinx.Graphics.Vulkan.Queries
{
class Counters : IDisposable
{
private readonly CounterQueue[] _counterQueues;
private readonly PipelineFull _pipeline;
public Counters(VulkanGraphicsDevice gd, Device device, PipelineFull pipeline)
{
_pipeline = pipeline;
int count = Enum.GetNames(typeof(CounterType)).Length;
_counterQueues = new CounterQueue[count];
for (int index = 0; index < count; index++)
{
CounterType type = (CounterType)index;
_counterQueues[index] = new CounterQueue(gd, device, pipeline, type);
}
}
public CounterQueueEvent QueueReport(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
{
return _counterQueues[(int)type].QueueReport(resultHandler, _pipeline.DrawCount, hostReserved);
}
public void QueueReset(CounterType type)
{
_counterQueues[(int)type].QueueReset(_pipeline.DrawCount);
}
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();
}
}
}
}