using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.OpenGL.Queries
{
class CounterQueue : IDisposable
private const int QueryPoolInitialSize = 100;
public CounterType Type { get; }
public bool Disposed { get; private set; }
private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
private CounterQueueEvent _current;
private ulong _accumulatedCounter;
private int _waiterCount;
private object _lock = new object();
private Queue<BufferedQuery> _queryPool;
private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
private AutoResetEvent _eventConsumed = new AutoResetEvent(false);
private Thread _consumerThread;
internal CounterQueue(CounterType type)
Type = type;
QueryTarget glType = GetTarget(Type);
_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
for (int i = 0; i < QueryPoolInitialSize; i++)
_queryPool.Enqueue(new BufferedQuery(glType));
}
_current = new CounterQueueEvent(this, glType, 0);
_consumerThread = new Thread(EventConsumer);
_consumerThread.Start();
private void EventConsumer()
while (!Disposed)
CounterQueueEvent evt = null;
lock (_lock)
if (_events.Count > 0)
evt = _events.Dequeue();
if (evt == null)
_queuedEvent.WaitOne(); // No more events to go through, wait for more.
else
// Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
if (_waiterCount > 0)
_eventConsumed.Set();
internal BufferedQuery GetQueryObject()
// Creating/disposing query objects on a context we're sharing with will cause issues.
// So instead, make a lot of query objects on the main thread and reuse them.
if (_queryPool.Count > 0)
BufferedQuery result = _queryPool.Dequeue();
return result;
return new BufferedQuery(GetTarget(Type));
internal void ReturnQueryObject(BufferedQuery query)
_queryPool.Enqueue(query);
public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex, bool hostReserved)
CounterQueueEvent result;
ulong draws = lastDrawIndex - _current.DrawIndex;
// A query's result only matters if more than one draw was performed during it.
// Otherwise, dummy it out and return 0 immediately.
if (hostReserved)
// This counter event is guaranteed to be available for host conditional rendering.
_current.ReserveForHostAccess();
_current.Complete(draws > 0);
_events.Enqueue(_current);
_current.OnResult += resultHandler;
result = _current;
_current = new CounterQueueEvent(this, GetTarget(Type), lastDrawIndex);
_queuedEvent.Set();
public void QueueReset()
_current.Clear();
private static QueryTarget GetTarget(CounterType type)
switch (type)
case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
return QueryTarget.SamplesPassed;
public void Flush(bool blocking)
if (!blocking)
// Just wake the consumer thread - it will update the queries.
_wakeSignal.Set();
return;
// Tell the queue to process all events.
while (_events.Count > 0)
CounterQueueEvent flush = _events.Peek();
if (!flush.TryConsume(ref _accumulatedCounter, true))
return; // If not blocking, then return when we encounter an event that is not ready yet.
_events.Dequeue();
public void FlushTo(CounterQueueEvent evt)
// Flush the counter queue on the main thread.
Interlocked.Increment(ref _waiterCount);
while (!evt.Disposed)
_eventConsumed.WaitOne(1);
Interlocked.Decrement(ref _waiterCount);
public void Dispose()
CounterQueueEvent evt = _events.Dequeue();
evt.Dispose();
Disposed = true;
_consumerThread.Join();
foreach (BufferedQuery query in _queryPool)
query.Dispose();
_queuedEvent.Dispose();
_wakeSignal.Dispose();
_eventConsumed.Dispose();