Ryujinx/src/Ryujinx.Graphics.GAL/Multithreading/Resources/ProgramQueue.cs
TSRBerry 7c989f88bd
[Ryujinx.Graphics.GAL] Address dotnet-format issues (#5366)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Revert formatting changes for while and for-loops

* Another rebase, another dotnet format run

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Address IDE0251 warnings

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Address review feedback

* Add trailing commas

* Remove SuppressMessage for IDE0066

* Make explicit Equals implementation implicit
2023-06-28 20:20:10 +02:00

107 lines
3.1 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Resources.Programs;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
{
/// <summary>
/// A structure handling multithreaded compilation for programs.
/// </summary>
class ProgramQueue
{
private const int MaxConcurrentCompilations = 8;
private readonly IRenderer _renderer;
private readonly Queue<IProgramRequest> _toCompile;
private readonly List<ThreadedProgram> _inProgress;
public ProgramQueue(IRenderer renderer)
{
_renderer = renderer;
_toCompile = new Queue<IProgramRequest>();
_inProgress = new List<ThreadedProgram>();
}
public void Add(IProgramRequest request)
{
lock (_toCompile)
{
_toCompile.Enqueue(request);
}
}
public void ProcessQueue()
{
for (int i = 0; i < _inProgress.Count; i++)
{
ThreadedProgram program = _inProgress[i];
ProgramLinkStatus status = program.Base.CheckProgramLink(false);
if (status != ProgramLinkStatus.Incomplete)
{
program.Compiled = true;
_inProgress.RemoveAt(i--);
}
}
int freeSpace = MaxConcurrentCompilations - _inProgress.Count;
for (int i = 0; i < freeSpace; i++)
{
// Begin compilation of some programs in the compile queue.
IProgramRequest program;
lock (_toCompile)
{
if (!_toCompile.TryDequeue(out program))
{
break;
}
}
if (program.Threaded.Base != null)
{
ProgramLinkStatus status = program.Threaded.Base.CheckProgramLink(false);
if (status != ProgramLinkStatus.Incomplete)
{
// This program is already compiled. Keep going through the queue.
program.Threaded.Compiled = true;
i--;
continue;
}
}
else
{
program.Threaded.Base = program.Create(_renderer);
}
_inProgress.Add(program.Threaded);
}
}
/// <summary>
/// Process the queue until the given program has finished compiling.
/// This will begin compilation of other programs on the queue as well.
/// </summary>
/// <param name="program">The program to wait for</param>
public void WaitForProgram(ThreadedProgram program)
{
Span<SpinWait> spinWait = stackalloc SpinWait[1];
while (!program.Compiled)
{
ProcessQueue();
if (!program.Compiled)
{
spinWait[0].SpinOnce(-1);
}
}
}
}
}