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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <memory>
#include <utility>
#include <vector>
#include <glad/glad.h>
#include "core/core.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/memory_manager.h"
#include "video_core/renderer_opengl/gl_query_cache.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
namespace OpenGL {
namespace {
constexpr std::array<GLenum, VideoCore::NumQueryTypes> QueryTargets = {GL_SAMPLES_PASSED};
constexpr GLenum GetTarget(VideoCore::QueryType type) {
return QueryTargets[static_cast<std::size_t>(type)];
}
} // Anonymous namespace
QueryCache::QueryCache(RasterizerOpenGL& rasterizer_, Core::Memory::Memory& cpu_memory_)
: QueryCacheLegacy(rasterizer_, cpu_memory_), gl_rasterizer{rasterizer_} {}
QueryCache::~QueryCache() = default;
OGLQuery QueryCache::AllocateQuery(VideoCore::QueryType type) {
auto& reserve = query_pools[static_cast<std::size_t>(type)];
OGLQuery query;
if (reserve.empty()) {
query.Create(GetTarget(type));
return query;
}
query = std::move(reserve.back());
reserve.pop_back();
return query;
}
void QueryCache::Reserve(VideoCore::QueryType type, OGLQuery&& query) {
query_pools[static_cast<std::size_t>(type)].push_back(std::move(query));
}
bool QueryCache::AnyCommandQueued() const noexcept {
return gl_rasterizer.AnyCommandQueued();
}
HostCounter::HostCounter(QueryCache& cache_, std::shared_ptr<HostCounter> dependency_,
VideoCore::QueryType type_)
: HostCounterBase{std::move(dependency_)}, cache{cache_}, type{type_}, query{
cache.AllocateQuery(
type)} {
glBeginQuery(GetTarget(type), query.handle);
}
HostCounter::~HostCounter() {
cache.Reserve(type, std::move(query));
}
void HostCounter::EndQuery() {
if (!cache.AnyCommandQueued()) {
// There are chances a query waited on without commands (glDraw, glClear, glDispatch). Not
// having any of these causes a lock. glFlush is considered a command, so we can safely wait
// for this. Insert to the OpenGL command stream a flush.
glFlush();
}
glEndQuery(GetTarget(type));
}
u64 HostCounter::BlockingQuery([[maybe_unused]] bool async) const {
GLint64 value;
glGetQueryObjecti64v(query.handle, GL_QUERY_RESULT, &value);
return static_cast<u64>(value);
}
CachedQuery::CachedQuery(QueryCache& cache_, VideoCore::QueryType type_, VAddr cpu_addr_,
u8* host_ptr_)
: CachedQueryBase{cpu_addr_, host_ptr_}, cache{&cache_}, type{type_} {}
CachedQuery::~CachedQuery() = default;
CachedQuery::CachedQuery(CachedQuery&& rhs) noexcept
: CachedQueryBase(std::move(rhs)), cache{rhs.cache}, type{rhs.type} {}
CachedQuery& CachedQuery::operator=(CachedQuery&& rhs) noexcept {
cache = rhs.cache;
type = rhs.type;
CachedQueryBase<HostCounter>::operator=(std::move(rhs));
return *this;
}
u64 CachedQuery::Flush([[maybe_unused]] bool async) {
// Waiting for a query while another query of the same target is enabled locks Nvidia's driver.
// To avoid this disable and re-enable keeping the dependency stream.
// But we only have to do this if we have pending waits to be done.
auto& stream = cache->Stream(type);
const bool slice_counter = WaitPending() && stream.IsEnabled();
if (slice_counter) {
stream.Update(false);
}
auto result = VideoCommon::CachedQueryBase<HostCounter>::Flush();
if (slice_counter) {
stream.Update(true);
}
return result;
}
} // namespace OpenGL
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