mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2025-01-25 19:52:00 +00:00
6575952432
Turns out that ElementAt for Queue<T> runs the default implementation as it doesn't implement IList, which enumerates elements of the queue up to the given index. This code was creating `count` enumerators and iterating way more queue items than it needed to at higher counts. The solution is just to use one enumerator and break out of the loop when we get the count that we need. 3.5% of backend time was being spent _just_ enumerating at the usual spot in SMO.
252 lines
7.3 KiB
C#
252 lines
7.3 KiB
C#
using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Graphics.Vulkan.Queries
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{
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class CounterQueue : IDisposable
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{
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private const int QueryPoolInitialSize = 100;
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private readonly VulkanRenderer _gd;
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private readonly Device _device;
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private readonly PipelineFull _pipeline;
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public CounterType Type { get; }
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public bool Disposed { get; private set; }
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private readonly Queue<CounterQueueEvent> _events = new();
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private CounterQueueEvent _current;
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private ulong _accumulatedCounter;
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private int _waiterCount;
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private readonly object _lock = new();
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private readonly Queue<BufferedQuery> _queryPool;
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private readonly AutoResetEvent _queuedEvent = new(false);
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private readonly AutoResetEvent _wakeSignal = new(false);
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private readonly AutoResetEvent _eventConsumed = new(false);
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private readonly Thread _consumerThread;
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public int ResetSequence { get; private set; }
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internal CounterQueue(VulkanRenderer gd, Device device, PipelineFull pipeline, CounterType type)
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{
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_gd = gd;
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_device = device;
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_pipeline = pipeline;
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Type = type;
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_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
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for (int i = 0; i < QueryPoolInitialSize; i++)
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{
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// AMD Polaris GPUs on Windows seem to have issues reporting 64-bit query results.
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_queryPool.Enqueue(new BufferedQuery(_gd, _device, _pipeline, type, gd.IsAmdWindows));
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}
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_current = new CounterQueueEvent(this, type, 0);
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_consumerThread = new Thread(EventConsumer);
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_consumerThread.Start();
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}
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public void ResetCounterPool()
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{
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ResetSequence++;
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}
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public void ResetFutureCounters(CommandBuffer cmd, int count)
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{
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// Pre-emptively reset queries to avoid render pass splitting.
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lock (_queryPool)
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{
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count = Math.Min(count, _queryPool.Count);
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if (count > 0)
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{
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foreach (BufferedQuery query in _queryPool)
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{
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query.PoolReset(cmd, ResetSequence);
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if (--count == 0)
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{
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break;
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}
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}
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}
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}
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}
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private void EventConsumer()
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{
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while (!Disposed)
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{
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CounterQueueEvent evt = null;
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lock (_lock)
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{
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if (_events.Count > 0)
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{
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evt = _events.Dequeue();
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}
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}
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if (evt == null)
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{
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_queuedEvent.WaitOne(); // No more events to go through, wait for more.
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}
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else
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{
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// Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
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evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
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}
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if (_waiterCount > 0)
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{
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_eventConsumed.Set();
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}
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}
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}
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internal BufferedQuery GetQueryObject()
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{
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// Creating/disposing query objects on a context we're sharing with will cause issues.
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// So instead, make a lot of query objects on the main thread and reuse them.
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lock (_lock)
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{
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if (_queryPool.Count > 0)
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{
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BufferedQuery result = _queryPool.Dequeue();
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return result;
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}
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return new BufferedQuery(_gd, _device, _pipeline, Type, _gd.IsAmdWindows);
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}
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}
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internal void ReturnQueryObject(BufferedQuery query)
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{
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lock (_lock)
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{
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// The query will be reset when it dequeues.
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_queryPool.Enqueue(query);
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}
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}
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public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, float divisor, ulong lastDrawIndex, bool hostReserved)
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{
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CounterQueueEvent result;
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ulong draws = lastDrawIndex - _current.DrawIndex;
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lock (_lock)
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{
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// A query's result only matters if more than one draw was performed during it.
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// Otherwise, dummy it out and return 0 immediately.
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if (hostReserved)
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{
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// This counter event is guaranteed to be available for host conditional rendering.
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_current.ReserveForHostAccess();
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}
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_current.Complete(draws > 0 && Type != CounterType.TransformFeedbackPrimitivesWritten, divisor);
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_events.Enqueue(_current);
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_current.OnResult += resultHandler;
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result = _current;
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_current = new CounterQueueEvent(this, Type, lastDrawIndex);
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}
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_queuedEvent.Set();
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return result;
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}
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public void QueueReset(ulong lastDrawIndex)
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{
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ulong draws = lastDrawIndex - _current.DrawIndex;
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lock (_lock)
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{
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_current.Clear(draws != 0);
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}
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}
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public void Flush(bool blocking)
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{
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if (!blocking)
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{
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// Just wake the consumer thread - it will update the queries.
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_wakeSignal.Set();
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return;
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}
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lock (_lock)
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{
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// Tell the queue to process all events.
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while (_events.Count > 0)
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{
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CounterQueueEvent flush = _events.Peek();
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if (!flush.TryConsume(ref _accumulatedCounter, true))
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{
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return; // If not blocking, then return when we encounter an event that is not ready yet.
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}
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_events.Dequeue();
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}
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}
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}
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public void FlushTo(CounterQueueEvent evt)
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{
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// Flush the counter queue on the main thread.
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Interlocked.Increment(ref _waiterCount);
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_wakeSignal.Set();
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while (!evt.Disposed)
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{
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_eventConsumed.WaitOne(1);
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}
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Interlocked.Decrement(ref _waiterCount);
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}
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public void Dispose()
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{
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lock (_lock)
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{
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while (_events.Count > 0)
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{
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CounterQueueEvent evt = _events.Dequeue();
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evt.Dispose();
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}
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Disposed = true;
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}
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_queuedEvent.Set();
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_consumerThread.Join();
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_current?.Dispose();
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foreach (BufferedQuery query in _queryPool)
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{
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query.Dispose();
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}
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_queuedEvent.Dispose();
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_wakeSignal.Dispose();
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_eventConsumed.Dispose();
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}
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}
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}
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