using Ryujinx.Graphics.Gpu.Synchronization;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Host1x
{
class SyncptIncrManager
private readonly SynchronizationManager _syncMgr;
private readonly struct SyncptIncr
public uint Id { get; }
public ClassId ClassId { get; }
public uint SyncptId { get; }
public bool Done { get; }
public SyncptIncr(uint id, ClassId classId, uint syncptId, bool done = false)
Id = id;
ClassId = classId;
SyncptId = syncptId;
Done = done;
}
private readonly List<SyncptIncr> _incrs = new List<SyncptIncr>();
private uint _currentId;
public SyncptIncrManager(SynchronizationManager syncMgr)
_syncMgr = syncMgr;
public void Increment(uint id)
lock (_incrs)
_incrs.Add(new SyncptIncr(0, 0, id, true));
IncrementAllDone();
public uint IncrementWhenDone(ClassId classId, uint id)
uint handle = _currentId++;
_incrs.Add(new SyncptIncr(handle, classId, id));
return handle;
public void SignalDone(uint handle)
// Set pending increment with the given handle to "done".
for (int i = 0; i < _incrs.Count; i++)
SyncptIncr incr = _incrs[i];
if (_incrs[i].Id == handle)
_incrs[i] = new SyncptIncr(incr.Id, incr.ClassId, incr.SyncptId, true);
break;
private void IncrementAllDone()
// Increment all sequential pending increments that are already done.
int doneCount = 0;
for (; doneCount < _incrs.Count; doneCount++)
if (!_incrs[doneCount].Done)
_syncMgr.IncrementSyncpoint(_incrs[doneCount].SyncptId);
_incrs.RemoveRange(0, doneCount);