1
0
Fork 0
mutter-performance-source/cogl/cogl/cogl-fence.c
Jonas Ådahl bf71cb2e3c Don't use config.h in clutter and cogl
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We
can't use clutter-config.h in clutter because its already used and
installed.

https://bugzilla.gnome.org/show_bug.cgi?id=768976
2016-07-20 14:23:48 +08:00

236 lines
6.4 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2012 Collabora Ltd.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*/
#ifdef HAVE_CONFIG_H
#include "cogl-config.h"
#endif
#include "cogl-fence.h"
#include "cogl-fence-private.h"
#include "cogl-context-private.h"
#include "cogl-winsys-private.h"
#define FENCE_CHECK_TIMEOUT 5000 /* microseconds */
void *
cogl_fence_closure_get_user_data (CoglFenceClosure *closure)
{
return closure->user_data;
}
static void
_cogl_fence_check (CoglFenceClosure *fence)
{
CoglContext *context = fence->framebuffer->context;
if (fence->type == FENCE_TYPE_WINSYS)
{
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
CoglBool ret;
ret = winsys->fence_is_complete (context, fence->fence_obj);
if (!ret)
return;
}
#ifdef GL_ARB_sync
else if (fence->type == FENCE_TYPE_GL_ARB)
{
GLenum arb;
arb = context->glClientWaitSync (fence->fence_obj,
GL_SYNC_FLUSH_COMMANDS_BIT,
0);
if (arb != GL_ALREADY_SIGNALED && arb != GL_CONDITION_SATISFIED)
return;
}
#endif
fence->callback (NULL, /* dummy CoglFence object */
fence->user_data);
cogl_framebuffer_cancel_fence_callback (fence->framebuffer, fence);
}
static void
_cogl_fence_poll_dispatch (void *source, int revents)
{
CoglContext *context = source;
CoglFenceClosure *fence, *tmp;
_cogl_list_for_each_safe (fence, tmp, &context->fences, link)
_cogl_fence_check (fence);
}
static int64_t
_cogl_fence_poll_prepare (void *source)
{
CoglContext *context = source;
GList *l;
/* If there are any pending fences in any of the journals then we
* need to flush the journal otherwise the fence will never be
* hit and the main loop might block forever */
for (l = context->framebuffers; l; l = l->next)
{
CoglFramebuffer *fb = l->data;
if (!_cogl_list_empty (&fb->journal->pending_fences))
_cogl_framebuffer_flush_journal (fb);
}
if (!_cogl_list_empty (&context->fences))
return FENCE_CHECK_TIMEOUT;
else
return -1;
}
void
_cogl_fence_submit (CoglFenceClosure *fence)
{
CoglContext *context = fence->framebuffer->context;
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
fence->type = FENCE_TYPE_ERROR;
if (winsys->fence_add)
{
fence->fence_obj = winsys->fence_add (context);
if (fence->fence_obj)
{
fence->type = FENCE_TYPE_WINSYS;
goto done;
}
}
#ifdef GL_ARB_sync
if (context->glFenceSync)
{
fence->fence_obj = context->glFenceSync (GL_SYNC_GPU_COMMANDS_COMPLETE,
0);
if (fence->fence_obj)
{
fence->type = FENCE_TYPE_GL_ARB;
goto done;
}
}
#endif
done:
_cogl_list_insert (context->fences.prev, &fence->link);
if (!context->fences_poll_source)
{
context->fences_poll_source =
_cogl_poll_renderer_add_source (context->display->renderer,
_cogl_fence_poll_prepare,
_cogl_fence_poll_dispatch,
context);
}
}
CoglFenceClosure *
cogl_framebuffer_add_fence_callback (CoglFramebuffer *framebuffer,
CoglFenceCallback callback,
void *user_data)
{
CoglContext *context = framebuffer->context;
CoglJournal *journal = framebuffer->journal;
CoglFenceClosure *fence;
if (!COGL_FLAGS_GET (context->features, COGL_FEATURE_ID_FENCE))
return NULL;
fence = g_slice_new (CoglFenceClosure);
fence->framebuffer = framebuffer;
fence->callback = callback;
fence->user_data = user_data;
fence->fence_obj = NULL;
if (journal->entries->len)
{
_cogl_list_insert (journal->pending_fences.prev, &fence->link);
fence->type = FENCE_TYPE_PENDING;
}
else
_cogl_fence_submit (fence);
return fence;
}
void
cogl_framebuffer_cancel_fence_callback (CoglFramebuffer *framebuffer,
CoglFenceClosure *fence)
{
CoglContext *context = framebuffer->context;
if (fence->type == FENCE_TYPE_PENDING)
{
_cogl_list_remove (&fence->link);
}
else
{
_cogl_list_remove (&fence->link);
if (fence->type == FENCE_TYPE_WINSYS)
{
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
winsys->fence_destroy (context, fence->fence_obj);
}
#ifdef GL_ARB_sync
else if (fence->type == FENCE_TYPE_GL_ARB)
{
context->glDeleteSync (fence->fence_obj);
}
#endif
}
g_slice_free (CoglFenceClosure, fence);
}
void
_cogl_fence_cancel_fences_for_framebuffer (CoglFramebuffer *framebuffer)
{
CoglJournal *journal = framebuffer->journal;
CoglContext *context = framebuffer->context;
CoglFenceClosure *fence, *tmp;
while (!_cogl_list_empty (&journal->pending_fences))
{
fence = _cogl_container_of (journal->pending_fences.next,
CoglFenceClosure,
link);
cogl_framebuffer_cancel_fence_callback (framebuffer, fence);
}
_cogl_list_for_each_safe (fence, tmp, &context->fences, link)
{
if (fence->framebuffer == framebuffer)
cogl_framebuffer_cancel_fence_callback (framebuffer, fence);
}
}