using Ryujinx.Common.Logging;
using System;
using System.Diagnostics;
using System.Linq;
namespace Ryujinx.Graphics.Vulkan
{
internal class AutoFlushCounter
// How often to flush on framebuffer change.
private readonly static long FramebufferFlushTimer = Stopwatch.Frequency / 1000; // (1ms)
// How often to flush on draw when fast flush mode is enabled.
private readonly static long DrawFlushTimer = Stopwatch.Frequency / 666; // (1.5ms)
// Average wait time that triggers fast flush mode to be entered.
private readonly static long FastFlushEnterThreshold = Stopwatch.Frequency / 666; // (1.5ms)
// Average wait time that triggers fast flush mode to be exited.
private readonly static long FastFlushExitThreshold = Stopwatch.Frequency / 10000; // (0.1ms)
// Number of frames to average waiting times over.
private const int SyncWaitAverageCount = 20;
private const int MinDrawCountForFlush = 10;
private const int MinConsecutiveQueryForFlush = 10;
private const int InitialQueryCountForFlush = 32;
private readonly VulkanRenderer _gd;
private long _lastFlush;
private ulong _lastDrawCount;
private bool _hasPendingQuery;
private int _consecutiveQueries;
private int _queryCount;
private int[] _queryCountHistory = new int[3];
private int _queryCountHistoryIndex;
private int _remainingQueries;
private long[] _syncWaitHistory = new long[SyncWaitAverageCount];
private int _syncWaitHistoryIndex;
private bool _fastFlushMode;
public AutoFlushCounter(VulkanRenderer gd)
_gd = gd;
}
public void RegisterFlush(ulong drawCount)
_lastFlush = Stopwatch.GetTimestamp();
_lastDrawCount = drawCount;
_hasPendingQuery = false;
_consecutiveQueries = 0;
public bool RegisterPendingQuery()
_hasPendingQuery = true;
_consecutiveQueries++;
_remainingQueries--;
_queryCountHistory[_queryCountHistoryIndex]++;
// Interrupt render passes to flush queries, so that early results arrive sooner.
if (++_queryCount == InitialQueryCountForFlush)
return true;
return false;
public int GetRemainingQueries()
if (_remainingQueries <= 0)
_remainingQueries = 16;
if (_queryCount < InitialQueryCountForFlush)
return Math.Min(InitialQueryCountForFlush - _queryCount, _remainingQueries);
return _remainingQueries;
public bool ShouldFlushQuery()
return _hasPendingQuery;
public bool ShouldFlushDraw(ulong drawCount)
if (_fastFlushMode)
long draws = (long)(drawCount - _lastDrawCount);
if (draws < MinDrawCountForFlush)
if (draws == 0)
long flushTimeout = DrawFlushTimer;
long now = Stopwatch.GetTimestamp();
return now > _lastFlush + flushTimeout;
public bool ShouldFlushAttachmentChange(ulong drawCount)
_queryCount = 0;
// Flush when there's an attachment change out of a large block of queries.
if (_consecutiveQueries > MinConsecutiveQueryForFlush)
long flushTimeout = FramebufferFlushTimer;
public void Present()
// Query flush prediction.
_queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
_remainingQueries = _queryCountHistory.Max() + 10;
_queryCountHistory[_queryCountHistoryIndex] = 0;
// Fast flush mode toggle.
_syncWaitHistory[_syncWaitHistoryIndex] = _gd.SyncManager.GetAndResetWaitTicks();
_syncWaitHistoryIndex = (_syncWaitHistoryIndex + 1) % SyncWaitAverageCount;
long averageWait = (long)_syncWaitHistory.Average();
if (_fastFlushMode ? averageWait < FastFlushExitThreshold : averageWait > FastFlushEnterThreshold)
_fastFlushMode = !_fastFlushMode;
Logger.Debug?.PrintMsg(LogClass.Gpu, $"Switched fast flush mode: ({_fastFlushMode})");