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-rw-r--r--src/3rdparty/angle/src/libGLESv2/Fence.cpp165
1 files changed, 153 insertions, 12 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Fence.cpp b/src/3rdparty/angle/src/libGLESv2/Fence.cpp
index e4218bbeec..31d149d629 100644
--- a/src/3rdparty/angle/src/libGLESv2/Fence.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/Fence.cpp
@@ -7,46 +7,187 @@
// Fence.cpp: Implements the gl::Fence class, which supports the GL_NV_fence extension.
+// Important note on accurate timers in Windows:
+//
+// QueryPerformanceCounter has a few major issues, including being 10x as expensive to call
+// as timeGetTime on laptops and "jumping" during certain hardware events.
+//
+// See the comments at the top of the Chromium source file "chromium/src/base/time/time_win.cc"
+// https://code.google.com/p/chromium/codesearch#chromium/src/base/time/time_win.cc
+//
+// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
+// from buggy implementations.
+
#include "libGLESv2/Fence.h"
#include "libGLESv2/renderer/FenceImpl.h"
#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/main.h"
namespace gl
{
-Fence::Fence(rx::Renderer *renderer)
+FenceNV::FenceNV(rx::Renderer *renderer)
{
mFence = renderer->createFence();
}
-Fence::~Fence()
+FenceNV::~FenceNV()
{
delete mFence;
}
-GLboolean Fence::isFence()
+GLboolean FenceNV::isFence() const
+{
+ // GL_NV_fence spec:
+ // A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence.
+ return (mFence->isSet() ? GL_TRUE : GL_FALSE);
+}
+
+void FenceNV::setFence(GLenum condition)
+{
+ mFence->set();
+
+ mCondition = condition;
+ mStatus = GL_FALSE;
+}
+
+GLboolean FenceNV::testFence()
+{
+ // Flush the command buffer by default
+ bool result = mFence->test(true);
+
+ mStatus = (result ? GL_TRUE : GL_FALSE);
+ return mStatus;
+}
+
+void FenceNV::finishFence()
+{
+ ASSERT(mFence->isSet());
+
+ while (!mFence->test(true))
+ {
+ Sleep(0);
+ }
+}
+
+GLint FenceNV::getFencei(GLenum pname)
+{
+ ASSERT(mFence->isSet());
+
+ switch (pname)
+ {
+ case GL_FENCE_STATUS_NV:
+ {
+ // GL_NV_fence spec:
+ // Once the status of a fence has been finished (via FinishFenceNV) or tested and the returned status is TRUE (via either TestFenceNV
+ // or GetFenceivNV querying the FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence.
+ if (mStatus == GL_TRUE)
+ {
+ return GL_TRUE;
+ }
+
+ mStatus = (mFence->test(false) ? GL_TRUE : GL_FALSE);
+ return mStatus;
+ }
+
+ case GL_FENCE_CONDITION_NV:
+ return mCondition;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+FenceSync::FenceSync(rx::Renderer *renderer, GLuint id)
+ : RefCountObject(id)
{
- return mFence->isFence();
+ mFence = renderer->createFence();
+
+ LARGE_INTEGER counterFreqency = { 0 };
+ BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ mCounterFrequency = counterFreqency.QuadPart;
+}
+
+FenceSync::~FenceSync()
+{
+ delete mFence;
}
-void Fence::setFence(GLenum condition)
+void FenceSync::set(GLenum condition)
{
- mFence->setFence(condition);
+ mCondition = condition;
+ mFence->set();
}
-GLboolean Fence::testFence()
+GLenum FenceSync::clientWait(GLbitfield flags, GLuint64 timeout)
{
- return mFence->testFence();
+ ASSERT(mFence->isSet());
+
+ bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
+
+ if (mFence->test(flushCommandBuffer))
+ {
+ return GL_ALREADY_SIGNALED;
+ }
+
+ if (mFence->hasError())
+ {
+ return GL_WAIT_FAILED;
+ }
+
+ if (timeout == 0)
+ {
+ return GL_TIMEOUT_EXPIRED;
+ }
+
+ LARGE_INTEGER currentCounter = { 0 };
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout) * static_cast<LONGLONG>(1000000ll);
+ LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
+
+ while (currentCounter.QuadPart < endCounter && !mFence->test(flushCommandBuffer))
+ {
+ Sleep(0);
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+ }
+
+ if (mFence->hasError())
+ {
+ return GL_WAIT_FAILED;
+ }
+
+ if (currentCounter.QuadPart >= endCounter)
+ {
+ return GL_TIMEOUT_EXPIRED;
+ }
+
+ return GL_CONDITION_SATISFIED;
}
-void Fence::finishFence()
+void FenceSync::serverWait()
{
- mFence->finishFence();
+ // Because our API is currently designed to be called from a single thread, we don't need to do
+ // extra work for a server-side fence. GPU commands issued after the fence is created will always
+ // be processed after the fence is signaled.
}
-void Fence::getFenceiv(GLenum pname, GLint *params)
+GLenum FenceSync::getStatus() const
{
- mFence->getFenceiv(pname, params);
+ if (mFence->test(false))
+ {
+ // The spec does not specify any way to report errors during the status test (e.g. device lost)
+ // so we report the fence is unblocked in case of error or signaled.
+ return GL_SIGNALED;
+ }
+
+ return GL_UNSIGNALED;
}
}