using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
using System.Threading;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class CounterQueueEvent : ICounterEvent
public event EventHandler<ulong> OnResult;
public QueryTarget Type { get; }
public bool ClearCounter { get; private set; }
public int Query => _counter.Query;
public bool Disposed { get; private set; }
public bool Invalid { get; set; }
public ulong DrawIndex { get; }
private CounterQueue _queue;
private BufferedQuery _counter;
private object _lock = new object();
public CounterQueueEvent(CounterQueue queue, QueryTarget type, ulong drawIndex)
_queue = queue;
_counter = queue.GetQueryObject();
Type = type;
DrawIndex = drawIndex;
_counter.Begin();
}
internal void Clear()
_counter.Reset();
ClearCounter = true;
internal void Complete(bool withResult)
_counter.End(withResult);
internal bool TryConsume(ref ulong result, bool block, AutoResetEvent wakeSignal = null)
lock (_lock)
if (Disposed)
return true;
if (ClearCounter || Type == QueryTarget.Timestamp)
result = 0;
long queryResult;
if (block)
queryResult = _counter.AwaitResult(wakeSignal);
else
if (!_counter.TryGetResult(out queryResult))
return false;
result += (ulong)queryResult;
OnResult?.Invoke(this, result);
Dispose(); // Return the our resources to the pool.
public void Flush()
return;
// Tell the queue to process all events up to this one.
_queue.FlushTo(this);
public void Dispose()
Disposed = true;
_queue.ReturnQueryObject(_counter);