using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using System;
using System.Runtime.InteropServices;
using System.Threading;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class BufferedQuery : IDisposable
private const int MaxQueryRetries = 5000;
private const long DefaultValue = -1;
public int Query { get; }
private int _buffer;
private IntPtr _bufferMap;
private QueryTarget _type;
public BufferedQuery(QueryTarget type)
_buffer = GL.GenBuffer();
Query = GL.GenQuery();
_type = type;
GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
unsafe
long defaultValue = DefaultValue;
GL.BufferStorage(BufferTarget.QueryBuffer, sizeof(long), (IntPtr)(&defaultValue), BufferStorageFlags.MapReadBit | BufferStorageFlags.MapWriteBit | BufferStorageFlags.MapPersistentBit);
}
_bufferMap = GL.MapBufferRange(BufferTarget.QueryBuffer, IntPtr.Zero, sizeof(long), BufferAccessMask.MapReadBit | BufferAccessMask.MapWriteBit | BufferAccessMask.MapPersistentBit);
public void Reset()
GL.EndQuery(_type);
GL.BeginQuery(_type, Query);
public void Begin()
public unsafe void End(bool withResult)
if (withResult)
Marshal.WriteInt64(_bufferMap, -1L);
GL.GetQueryObject(Query, GetQueryObjectParam.QueryResult, (long*)0);
GL.MemoryBarrier(MemoryBarrierFlags.QueryBufferBarrierBit | MemoryBarrierFlags.ClientMappedBufferBarrierBit);
else
// Dummy result, just return 0.
Marshal.WriteInt64(_bufferMap, 0L);
public bool TryGetResult(out long result)
result = Marshal.ReadInt64(_bufferMap);
return result != DefaultValue;
public long AwaitResult(AutoResetEvent wakeSignal = null)
long data = DefaultValue;
if (wakeSignal == null)
while (data == DefaultValue)
data = Marshal.ReadInt64(_bufferMap);
int iterations = 0;
while (data == DefaultValue && iterations++ < MaxQueryRetries)
if (data == DefaultValue)
wakeSignal.WaitOne(1);
if (iterations >= MaxQueryRetries)
Logger.Error?.Print(LogClass.Gpu, $"Error: Query result timed out. Took more than {MaxQueryRetries} tries.");
return data;
public void Dispose()
GL.UnmapBuffer(BufferTarget.QueryBuffer);
GL.DeleteBuffer(_buffer);
GL.DeleteQuery(Query);