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129 lines
3.8 KiB
C#
129 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Synchronization
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{
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/// <summary>
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/// Represents GPU hardware syncpoint.
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/// </summary>
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class Syncpoint
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{
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private int _storedValue;
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public readonly uint Id;
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/// <summary>
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/// The value of the syncpoint.
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/// </summary>
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public uint Value => (uint)_storedValue;
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// TODO: switch to something handling concurrency?
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private readonly List<SyncpointWaiterHandle> _waiters;
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public Syncpoint(uint id)
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{
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Id = id;
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_waiters = new List<SyncpointWaiterHandle>();
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}
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/// <summary>
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/// Register a new callback for a target threshold.
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/// The callback will be called once the threshold is reached and will automatically be unregistered.
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/// </summary>
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/// <param name="threshold">The target threshold</param>
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/// <param name="callback">The callback to call when the threshold is reached</param>
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/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
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public SyncpointWaiterHandle RegisterCallback(uint threshold, Action callback)
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{
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lock (_waiters)
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{
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if (Value >= threshold)
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{
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callback();
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return null;
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}
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else
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{
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SyncpointWaiterHandle waiterInformation = new SyncpointWaiterHandle
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{
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Threshold = threshold,
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Callback = callback
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};
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_waiters.Add(waiterInformation);
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return waiterInformation;
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}
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}
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}
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public void UnregisterCallback(SyncpointWaiterHandle waiterInformation)
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{
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lock (_waiters)
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{
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_waiters.Remove(waiterInformation);
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}
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}
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/// <summary>
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/// Increment the syncpoint
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/// </summary>
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/// <returns>The incremented value of the syncpoint</returns>
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public uint Increment()
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{
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uint currentValue = (uint)Interlocked.Increment(ref _storedValue);
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SyncpointWaiterHandle expired = null;
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List<SyncpointWaiterHandle> expiredList = null;
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lock (_waiters)
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{
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_waiters.RemoveAll(item =>
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{
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bool isPastThreshold = currentValue >= item.Threshold;
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if (isPastThreshold)
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{
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if (expired == null)
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{
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expired = item;
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}
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else
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{
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if (expiredList == null)
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{
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expiredList = new List<SyncpointWaiterHandle>();
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}
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expiredList.Add(item);
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}
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}
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return isPastThreshold;
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});
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}
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// Call the callbacks as a separate step.
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// As we don't know what the callback will be doing,
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// and it could block execution for a indefinite amount of time,
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// we can't call it inside the lock.
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if (expired != null)
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{
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expired.Callback();
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if (expiredList != null)
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{
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for (int i = 0; i < expiredList.Count; i++)
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{
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expiredList[i].Callback();
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}
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}
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}
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return currentValue;
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}
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}
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}
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