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forked from MeloNX/MeloNX
TSRBerry 801b71a128
[Ryujinx.Graphics.Vulkan] Address dotnet-format issues (#5378)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0059 warnings

* Address dotnet format CA1816 warnings

* Fix new dotnet-format issues after rebase

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Another rebase, another dotnet format run

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Run dotnet format after rebase

* Address IDE0251 warnings

* Address a few disabled IDE0060 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Fix naming rule violations

* Remove redundant code

* Rename generics

* Address review feedback

* Remove SetOrigin
2023-07-01 12:31:42 +02:00

244 lines
7.1 KiB
C#

using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Ryujinx.Graphics.Vulkan.Queries
{
class CounterQueue : IDisposable
{
private const int QueryPoolInitialSize = 100;
private readonly VulkanRenderer _gd;
private readonly Device _device;
private readonly PipelineFull _pipeline;
public CounterType Type { get; }
public bool Disposed { get; private set; }
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;
public int ResetSequence { get; private set; }
internal CounterQueue(VulkanRenderer gd, Device device, PipelineFull pipeline, CounterType type)
{
_gd = gd;
_device = device;
_pipeline = pipeline;
Type = type;
_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
for (int i = 0; i < QueryPoolInitialSize; i++)
{
// AMD Polaris GPUs on Windows seem to have issues reporting 64-bit query results.
_queryPool.Enqueue(new BufferedQuery(_gd, _device, _pipeline, type, gd.IsAmdWindows));
}
_current = new CounterQueueEvent(this, type, 0);
_consumerThread = new Thread(EventConsumer);
_consumerThread.Start();
}
public void ResetCounterPool()
{
ResetSequence++;
}
public void ResetFutureCounters(CommandBuffer cmd, int count)
{
// Pre-emptively reset queries to avoid render pass splitting.
lock (_queryPool)
{
count = Math.Min(count, _queryPool.Count);
for (int i = 0; i < count; i++)
{
_queryPool.ElementAt(i).PoolReset(cmd, ResetSequence);
}
}
}
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;
}
return new BufferedQuery(_gd, _device, _pipeline, Type, _gd.IsAmdWindows);
}
}
internal void ReturnQueryObject(BufferedQuery query)
{
lock (_lock)
{
// The query will be reset when it dequeues.
_queryPool.Enqueue(query);
}
}
public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, 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 && Type != CounterType.TransformFeedbackPrimitivesWritten, _pipeline.GetCounterDivisor(Type));
_events.Enqueue(_current);
_current.OnResult += resultHandler;
result = _current;
_current = new CounterQueueEvent(this, Type, lastDrawIndex);
}
_queuedEvent.Set();
return result;
}
public void QueueReset(ulong lastDrawIndex)
{
ulong draws = lastDrawIndex - _current.DrawIndex;
lock (_lock)
{
_current.Clear(draws != 0);
}
}
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();
_current?.Dispose();
foreach (BufferedQuery query in _queryPool)
{
query.Dispose();
}
_queuedEvent.Dispose();
_wakeSignal.Dispose();
_eventConsumed.Dispose();
}
}
}