using Ryujinx.Common.Logging;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Vulkan
{
class SyncManager
private class SyncHandle
public ulong ID;
public MultiFenceHolder Waitable;
public ulong FlushId;
public bool Signalled;
public bool NeedsFlush(ulong currentFlushId)
return (long)(FlushId - currentFlushId) >= 0;
}
private ulong _firstHandle = 0;
private readonly VulkanRenderer _gd;
private readonly Device _device;
private List<SyncHandle> _handles;
private ulong FlushId;
public SyncManager(VulkanRenderer gd, Device device)
_gd = gd;
_device = device;
_handles = new List<SyncHandle>();
public void RegisterFlush()
FlushId++;
public void Create(ulong id, bool strict)
ulong flushId = FlushId;
MultiFenceHolder waitable = new MultiFenceHolder();
if (strict || _gd.InterruptAction == null)
_gd.FlushAllCommands();
_gd.CommandBufferPool.AddWaitable(waitable);
else
// Don't flush commands, instead wait for the current command buffer to finish.
// If this sync is waited on before the command buffer is submitted, interrupt the gpu thread and flush it manually.
_gd.CommandBufferPool.AddInUseWaitable(waitable);
SyncHandle handle = new SyncHandle
ID = id,
Waitable = waitable,
FlushId = flushId
};
lock (_handles)
_handles.Add(handle);
public ulong GetCurrent()
ulong lastHandle = _firstHandle;
foreach (SyncHandle handle in _handles)
lock (handle)
if (handle.Waitable == null)
continue;
if (handle.ID > lastHandle)
bool signaled = handle.Signalled || handle.Waitable.WaitForFences(_gd.Api, _device, 0);
if (signaled)
lastHandle = handle.ID;
handle.Signalled = true;
return lastHandle;
public void Wait(ulong id)
SyncHandle result = null;
if ((long)(_firstHandle - id) > 0)
return; // The handle has already been signalled or deleted.
if (handle.ID == id)
result = handle;
break;
if (result != null)
lock (result)
if (result.Waitable == null)
return;
if (result.NeedsFlush(FlushId))
_gd.InterruptAction(() =>
});
bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
if (!signaled)
Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
result.Signalled = true;
public void Cleanup()
// Iterate through handles and remove any that have already been signalled.
while (true)
SyncHandle first = null;
first = _handles.FirstOrDefault();
if (first == null || first.NeedsFlush(FlushId)) break;
bool signaled = first.Waitable.WaitForFences(_gd.Api, _device, 0);
// Delete the sync object.
lock (first)
_firstHandle = first.ID + 1;
_handles.RemoveAt(0);
first.Waitable = null;
} else
// This sync handle and any following have not been reached yet.