// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Fence11.cpp: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl. #include "libANGLE/renderer/d3d/d3d11/Fence11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "common/utilities.h" namespace rx { // // Template helpers for set and test operations. // template gl::Error FenceSetHelper(FenceClass *fence) { if (!fence->mQuery) { D3D11_QUERY_DESC queryDesc; queryDesc.Query = D3D11_QUERY_EVENT; queryDesc.MiscFlags = 0; HRESULT result = fence->mRenderer->getDevice()->CreateQuery(&queryDesc, &fence->mQuery); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result); } } fence->mRenderer->getDeviceContext()->End(fence->mQuery); return gl::Error(GL_NO_ERROR); } template gl::Error FenceTestHelper(FenceClass *fence, bool flushCommandBuffer, GLboolean *outFinished) { ASSERT(fence->mQuery); UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH); HRESULT result = fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, NULL, 0, getDataFlags); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to get query data, result: 0x%X.", result); } else if (fence->mRenderer->isDeviceLost()) { return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while querying result of an event query."); } ASSERT(result == S_OK || result == S_FALSE); *outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE); return gl::Error(GL_NO_ERROR); } // // FenceNV11 // FenceNV11::FenceNV11(Renderer11 *renderer) : FenceNVImpl(), mRenderer(renderer), mQuery(NULL) { } FenceNV11::~FenceNV11() { SafeRelease(mQuery); } gl::Error FenceNV11::set(GLenum condition) { return FenceSetHelper(this); } gl::Error FenceNV11::test(GLboolean *outFinished) { return FenceTestHelper(this, true, outFinished); } gl::Error FenceNV11::finish() { GLboolean finished = GL_FALSE; while (finished != GL_TRUE) { gl::Error error = FenceTestHelper(this, true, &finished); if (error.isError()) { return error; } ScheduleYield(); } return gl::Error(GL_NO_ERROR); } // // FenceSync11 // // 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. FenceSync11::FenceSync11(Renderer11 *renderer) : FenceSyncImpl(), mRenderer(renderer), mQuery(NULL) { LARGE_INTEGER counterFreqency = {}; BOOL success = QueryPerformanceFrequency(&counterFreqency); UNUSED_ASSERTION_VARIABLE(success); ASSERT(success); mCounterFrequency = counterFreqency.QuadPart; } FenceSync11::~FenceSync11() { SafeRelease(mQuery); } gl::Error FenceSync11::set(GLenum condition, GLbitfield flags) { ASSERT(condition == GL_SYNC_GPU_COMMANDS_COMPLETE && flags == 0); return FenceSetHelper(this); } gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult) { ASSERT(outResult); bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0); GLboolean result = GL_FALSE; gl::Error error = FenceTestHelper(this, flushCommandBuffer, &result); if (error.isError()) { *outResult = GL_WAIT_FAILED; return error; } if (result == GL_TRUE) { *outResult = GL_ALREADY_SIGNALED; return gl::Error(GL_NO_ERROR); } if (timeout == 0) { *outResult = GL_TIMEOUT_EXPIRED; return gl::Error(GL_NO_ERROR); } LARGE_INTEGER currentCounter = {}; BOOL success = QueryPerformanceCounter(¤tCounter); UNUSED_ASSERTION_VARIABLE(success); ASSERT(success); LONGLONG timeoutInSeconds = static_cast(timeout) * static_cast(1000000ll); LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds; while (currentCounter.QuadPart < endCounter && !result) { ScheduleYield(); success = QueryPerformanceCounter(¤tCounter); UNUSED_ASSERTION_VARIABLE(success); ASSERT(success); error = FenceTestHelper(this, flushCommandBuffer, &result); if (error.isError()) { *outResult = GL_WAIT_FAILED; return error; } } if (currentCounter.QuadPart >= endCounter) { *outResult = GL_TIMEOUT_EXPIRED; } else { *outResult = GL_CONDITION_SATISFIED; } return gl::Error(GL_NO_ERROR); } gl::Error FenceSync11::serverWait(GLbitfield flags, GLuint64 timeout) { // 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. return gl::Error(GL_NO_ERROR); } gl::Error FenceSync11::getStatus(GLint *outResult) { GLboolean result = GL_FALSE; gl::Error error = FenceTestHelper(this, false, &result); if (error.isError()) { // 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. *outResult = GL_SIGNALED; return error; } *outResult = (result ? GL_SIGNALED : GL_UNSIGNALED); return gl::Error(GL_NO_ERROR); } } // namespace rx