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397
src/Ryujinx.Graphics.Gpu/GpuContext.cs
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397
src/Ryujinx.Graphics.Gpu/GpuContext.cs
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// GPU emulation context.
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/// </summary>
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public sealed class GpuContext : IDisposable
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{
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private const int NsToTicksFractionNumerator = 384;
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private const int NsToTicksFractionDenominator = 625;
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/// <summary>
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/// Event signaled when the host emulation context is ready to be used by the gpu context.
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/// </summary>
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public ManualResetEvent HostInitalized { get; }
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/// <summary>
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/// Host renderer.
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/// </summary>
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public IRenderer Renderer { get; }
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/// <summary>
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/// GPU General Purpose FIFO queue.
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/// </summary>
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public GPFifoDevice GPFifo { get; }
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/// <summary>
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/// GPU synchronization manager.
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/// </summary>
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public SynchronizationManager Synchronization { get; }
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/// <summary>
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/// Presentation window.
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/// </summary>
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public Window Window { get; }
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/// <summary>
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/// Internal sequence number, used to avoid needless resource data updates
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/// in the middle of a command buffer before synchronizations.
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/// </summary>
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internal int SequenceNumber { get; private set; }
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/// <summary>
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/// Internal sync number, used to denote points at which host synchronization can be requested.
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/// </summary>
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internal ulong SyncNumber { get; private set; }
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/// <summary>
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/// Actions to be performed when a CPU waiting syncpoint or barrier is triggered.
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/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
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/// and the SyncNumber will be incremented.
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/// </summary>
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internal List<Action> SyncActions { get; }
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/// <summary>
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/// Actions to be performed when a CPU waiting syncpoint is triggered.
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/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
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/// and the SyncNumber will be incremented.
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/// </summary>
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internal List<Action> SyncpointActions { get; }
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/// <summary>
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/// Buffer migrations that are currently in-flight. These are checked whenever sync is created to determine if buffer migration
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/// copies have completed on the GPU, and their data can be freed.
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/// </summary>
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internal List<BufferMigration> BufferMigrations { get; }
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/// <summary>
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/// Queue with deferred actions that must run on the render thread.
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/// </summary>
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internal Queue<Action> DeferredActions { get; }
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/// <summary>
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/// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
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/// </summary>
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internal ConcurrentDictionary<ulong, PhysicalMemory> PhysicalMemoryRegistry { get; }
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/// <summary>
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/// Host hardware capabilities.
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/// </summary>
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internal Capabilities Capabilities;
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/// <summary>
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/// Event for signalling shader cache loading progress.
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/// </summary>
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public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
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private Thread _gpuThread;
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private bool _pendingSync;
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/// <summary>
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/// Creates a new instance of the GPU emulation context.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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public GpuContext(IRenderer renderer)
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{
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Renderer = renderer;
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GPFifo = new GPFifoDevice(this);
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Synchronization = new SynchronizationManager();
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Window = new Window(this);
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HostInitalized = new ManualResetEvent(false);
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SyncActions = new List<Action>();
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SyncpointActions = new List<Action>();
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BufferMigrations = new List<BufferMigration>();
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DeferredActions = new Queue<Action>();
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PhysicalMemoryRegistry = new ConcurrentDictionary<ulong, PhysicalMemory>();
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}
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/// <summary>
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/// Creates a new GPU channel.
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/// </summary>
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/// <returns>The GPU channel</returns>
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public GpuChannel CreateChannel()
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{
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return new GpuChannel(this);
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}
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/// <summary>
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/// Creates a new GPU memory manager.
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/// </summary>
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/// <param name="pid">ID of the process that owns the memory manager</param>
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/// <returns>The memory manager</returns>
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/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
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public MemoryManager CreateMemoryManager(ulong pid)
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{
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if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
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{
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throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
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}
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return new MemoryManager(physicalMemory);
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}
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/// <summary>
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/// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
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/// </summary>
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/// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
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/// <param name="cpuMemory">Virtual memory owned by the process</param>
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/// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
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public void RegisterProcess(ulong pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
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{
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var physicalMemory = new PhysicalMemory(this, cpuMemory);
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if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
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{
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throw new ArgumentException("The PID was already registered", nameof(pid));
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}
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physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
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}
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/// <summary>
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/// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
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/// </summary>
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/// <param name="pid">ID of the process</param>
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public void UnregisterProcess(ulong pid)
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{
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if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
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{
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physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
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physicalMemory.Dispose();
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}
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}
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/// <summary>
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/// Converts a nanoseconds timestamp value to Maxwell time ticks.
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/// </summary>
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/// <remarks>
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/// The frequency is 614400000 Hz.
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/// </remarks>
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/// <param name="nanoseconds">Timestamp in nanoseconds</param>
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/// <returns>Maxwell ticks</returns>
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private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
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{
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// We need to divide first to avoid overflows.
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// We fix up the result later by calculating the difference and adding
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// that to the result.
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ulong divided = nanoseconds / NsToTicksFractionDenominator;
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ulong rounded = divided * NsToTicksFractionDenominator;
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ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
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return divided * NsToTicksFractionNumerator + errorBias;
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}
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/// <summary>
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/// Gets the value of the GPU timer.
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/// </summary>
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/// <returns>The current GPU timestamp</returns>
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public ulong GetTimestamp()
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{
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ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
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if (GraphicsConfig.FastGpuTime)
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{
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// Divide by some amount to report time as if operations were performed faster than they really are.
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// This can prevent some games from switching to a lower resolution because rendering is too slow.
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ticks /= 256;
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}
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return ticks;
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}
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/// <summary>
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/// Shader cache state update handler.
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/// </summary>
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/// <param name="state">Current state of the shader cache load process</param>
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/// <param name="current">Number of the current shader being processed</param>
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/// <param name="total">Total number of shaders to process</param>
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private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
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{
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ShaderCacheStateChanged?.Invoke(state, current, total);
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}
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/// <summary>
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/// Initialize the GPU shader cache.
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/// </summary>
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public void InitializeShaderCache(CancellationToken cancellationToken)
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{
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HostInitalized.WaitOne();
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foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
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{
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physicalMemory.ShaderCache.Initialize(cancellationToken);
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}
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}
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/// <summary>
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/// Sets the current thread as the main GPU thread.
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/// </summary>
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public void SetGpuThread()
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{
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_gpuThread = Thread.CurrentThread;
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Capabilities = Renderer.GetCapabilities();
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}
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/// <summary>
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/// Checks if the current thread is the GPU thread.
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/// </summary>
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/// <returns>True if the thread is the GPU thread, false otherwise</returns>
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public bool IsGpuThread()
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{
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return _gpuThread == Thread.CurrentThread;
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}
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/// <summary>
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/// Processes the queue of shaders that must save their binaries to the disk cache.
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/// </summary>
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public void ProcessShaderCacheQueue()
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{
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foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
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{
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physicalMemory.ShaderCache.ProcessShaderCacheQueue();
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}
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}
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/// <summary>
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/// Advances internal sequence number.
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/// This forces the update of any modified GPU resource.
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/// </summary>
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internal void AdvanceSequence()
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{
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SequenceNumber++;
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}
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/// <summary>
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/// Registers a buffer migration. These are checked to see if they can be disposed when the sync number increases,
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/// and the migration copy has completed.
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/// </summary>
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/// <param name="migration">The buffer migration</param>
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internal void RegisterBufferMigration(BufferMigration migration)
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{
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BufferMigrations.Add(migration);
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_pendingSync = true;
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}
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/// <summary>
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/// Registers an action to be performed the next time a syncpoint is incremented.
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/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
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/// </summary>
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/// <param name="action">The action to be performed on sync object creation</param>
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/// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
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public void RegisterSyncAction(Action action, bool syncpointOnly = false)
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{
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if (syncpointOnly)
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{
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SyncpointActions.Add(action);
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}
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else
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{
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SyncActions.Add(action);
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_pendingSync = true;
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}
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}
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/// <summary>
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/// Creates a host sync object if there are any pending sync actions. The actions will then be called.
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/// If no actions are present, a host sync object is not created.
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/// </summary>
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/// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
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/// <param name="strict">True if the sync should signal as soon as possible</param>
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public void CreateHostSyncIfNeeded(bool syncpoint, bool strict)
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{
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if (BufferMigrations.Count > 0)
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{
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ulong currentSyncNumber = Renderer.GetCurrentSync();
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for (int i = 0; i < BufferMigrations.Count; i++)
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{
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BufferMigration migration = BufferMigrations[i];
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long diff = (long)(currentSyncNumber - migration.SyncNumber);
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if (diff >= 0)
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{
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migration.Dispose();
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BufferMigrations.RemoveAt(i--);
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}
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}
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}
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if (_pendingSync || (syncpoint && SyncpointActions.Count > 0))
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{
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Renderer.CreateSync(SyncNumber, strict);
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SyncNumber++;
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foreach (Action action in SyncActions)
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{
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action();
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}
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foreach (Action action in SyncpointActions)
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{
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action();
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}
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SyncActions.Clear();
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SyncpointActions.Clear();
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}
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_pendingSync = false;
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}
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/// <summary>
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/// Performs deferred actions.
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/// This is useful for actions that must run on the render thread, such as resource disposal.
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/// </summary>
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internal void RunDeferredActions()
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{
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while (DeferredActions.TryDequeue(out Action action))
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{
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action();
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}
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}
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/// <summary>
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/// Disposes all GPU resources currently cached.
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/// It's an error to push any GPU commands after disposal.
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/// Additionally, the GPU commands FIFO must be empty for disposal,
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/// and processing of all commands must have finished.
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/// </summary>
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public void Dispose()
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{
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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// Has to be disposed before processing deferred actions, as it will produce some.
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foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
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{
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physicalMemory.Dispose();
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}
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PhysicalMemoryRegistry.Clear();
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RunDeferredActions();
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}
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}
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}
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