using Ryujinx.Common.Logging;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Synchronization
{
/// <summary>
/// GPU synchronization manager.
/// </summary>
public class SynchronizationManager
/// The maximum number of syncpoints supported by the GM20B.
public const int MaxHardwareSyncpoints = 192;
/// Array containing all hardware syncpoints.
private Syncpoint[] _syncpoints;
public SynchronizationManager()
_syncpoints = new Syncpoint[MaxHardwareSyncpoints];
for (uint i = 0; i < _syncpoints.Length; i++)
_syncpoints[i] = new Syncpoint(i);
}
/// Increment the value of a syncpoint with a given id.
/// <param name="id">The id of the syncpoint</param>
/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
/// <returns>The incremented value of the syncpoint</returns>
public uint IncrementSyncpoint(uint id)
if (id >= MaxHardwareSyncpoints)
throw new ArgumentOutOfRangeException(nameof(id));
return _syncpoints[id].Increment();
/// Get the value of a syncpoint with a given id.
/// <returns>The value of the syncpoint</returns>
public uint GetSyncpointValue(uint id)
return _syncpoints[id].Value;
/// Register a new callback on a syncpoint with a given id at a target threshold.
/// The callback will be called once the threshold is reached and will automatically be unregistered.
/// <param name="threshold">The target threshold</param>
/// <param name="callback">The callback to call when the threshold is reached</param>
/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
public SyncpointWaiterHandle RegisterCallbackOnSyncpoint(uint id, uint threshold, Action<SyncpointWaiterHandle> callback)
return _syncpoints[id].RegisterCallback(threshold, callback);
/// Unregister a callback on a given syncpoint.
/// <param name="waiterInformation">The waiter information to unregister</param>
public void UnregisterCallback(uint id, SyncpointWaiterHandle waiterInformation)
_syncpoints[id].UnregisterCallback(waiterInformation);
/// Wait on a syncpoint with a given id at a target threshold.
/// <param name="timeout">The timeout</param>
/// <returns>True if timed out</returns>
public bool WaitOnSyncpoint(uint id, uint threshold, TimeSpan timeout)
// TODO: Remove this when GPU channel scheduling will be implemented.
if (timeout == Timeout.InfiniteTimeSpan)
timeout = TimeSpan.FromSeconds(1);
using (ManualResetEvent waitEvent = new ManualResetEvent(false))
var info = _syncpoints[id].RegisterCallback(threshold, (x) => waitEvent.Set());
if (info == null)
return false;
bool signaled = waitEvent.WaitOne(timeout);
if (!signaled && info != null)
Logger.Error?.Print(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution...");
_syncpoints[id].UnregisterCallback(info);
return !signaled;