using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Synchronization
{
/// <summary>
/// Represents GPU hardware syncpoint.
/// </summary>
class Syncpoint
private int _storedValue;
public readonly uint Id;
/// The value of the syncpoint.
public uint Value => (uint)_storedValue;
// TODO: switch to something handling concurrency?
private readonly List<SyncpointWaiterHandle> _waiters;
public Syncpoint(uint id)
Id = id;
_waiters = new List<SyncpointWaiterHandle>();
}
/// Register a new callback for 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 RegisterCallback(uint threshold, Action callback)
lock (_waiters)
if (Value >= threshold)
callback();
return null;
else
SyncpointWaiterHandle waiterInformation = new SyncpointWaiterHandle
Threshold = threshold,
Callback = callback
};
_waiters.Add(waiterInformation);
return waiterInformation;
public void UnregisterCallback(SyncpointWaiterHandle waiterInformation)
_waiters.Remove(waiterInformation);
/// Increment the syncpoint
/// <returns>The incremented value of the syncpoint</returns>
public uint Increment()
uint currentValue = (uint)Interlocked.Increment(ref _storedValue);
SyncpointWaiterHandle expired = null;
List<SyncpointWaiterHandle> expiredList = null;
_waiters.RemoveAll(item =>
bool isPastThreshold = currentValue >= item.Threshold;
if (isPastThreshold)
if (expired == null)
expired = item;
if (expiredList == null)
expiredList = new List<SyncpointWaiterHandle>();
expiredList.Add(item);
return isPastThreshold;
});
// Call the callbacks as a separate step.
// As we don't know what the callback will be doing,
// and it could block execution for a indefinite amount of time,
// we can't call it inside the lock.
if (expired != null)
expired.Callback();
if (expiredList != null)
for (int i = 0; i < expiredList.Count; i++)
expiredList[i].Callback();
return currentValue;