bf71cb2e3c
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
236 lines
6.4 KiB
C
236 lines
6.4 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2012 Collabora Ltd.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "cogl-config.h"
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#endif
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#include "cogl-fence.h"
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#include "cogl-fence-private.h"
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#include "cogl-context-private.h"
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#include "cogl-winsys-private.h"
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#define FENCE_CHECK_TIMEOUT 5000 /* microseconds */
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void *
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cogl_fence_closure_get_user_data (CoglFenceClosure *closure)
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{
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return closure->user_data;
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}
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static void
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_cogl_fence_check (CoglFenceClosure *fence)
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{
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CoglContext *context = fence->framebuffer->context;
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if (fence->type == FENCE_TYPE_WINSYS)
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{
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const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
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CoglBool ret;
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ret = winsys->fence_is_complete (context, fence->fence_obj);
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if (!ret)
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return;
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}
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#ifdef GL_ARB_sync
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else if (fence->type == FENCE_TYPE_GL_ARB)
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{
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GLenum arb;
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arb = context->glClientWaitSync (fence->fence_obj,
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GL_SYNC_FLUSH_COMMANDS_BIT,
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0);
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if (arb != GL_ALREADY_SIGNALED && arb != GL_CONDITION_SATISFIED)
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return;
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}
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#endif
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fence->callback (NULL, /* dummy CoglFence object */
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fence->user_data);
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cogl_framebuffer_cancel_fence_callback (fence->framebuffer, fence);
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}
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static void
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_cogl_fence_poll_dispatch (void *source, int revents)
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{
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CoglContext *context = source;
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CoglFenceClosure *fence, *tmp;
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_cogl_list_for_each_safe (fence, tmp, &context->fences, link)
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_cogl_fence_check (fence);
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}
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static int64_t
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_cogl_fence_poll_prepare (void *source)
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{
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CoglContext *context = source;
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GList *l;
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/* If there are any pending fences in any of the journals then we
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* need to flush the journal otherwise the fence will never be
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* hit and the main loop might block forever */
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for (l = context->framebuffers; l; l = l->next)
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{
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CoglFramebuffer *fb = l->data;
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if (!_cogl_list_empty (&fb->journal->pending_fences))
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_cogl_framebuffer_flush_journal (fb);
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}
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if (!_cogl_list_empty (&context->fences))
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return FENCE_CHECK_TIMEOUT;
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else
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return -1;
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}
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void
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_cogl_fence_submit (CoglFenceClosure *fence)
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{
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CoglContext *context = fence->framebuffer->context;
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const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
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fence->type = FENCE_TYPE_ERROR;
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if (winsys->fence_add)
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{
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fence->fence_obj = winsys->fence_add (context);
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if (fence->fence_obj)
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{
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fence->type = FENCE_TYPE_WINSYS;
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goto done;
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}
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}
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#ifdef GL_ARB_sync
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if (context->glFenceSync)
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{
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fence->fence_obj = context->glFenceSync (GL_SYNC_GPU_COMMANDS_COMPLETE,
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0);
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if (fence->fence_obj)
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{
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fence->type = FENCE_TYPE_GL_ARB;
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goto done;
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}
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}
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#endif
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done:
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_cogl_list_insert (context->fences.prev, &fence->link);
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if (!context->fences_poll_source)
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{
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context->fences_poll_source =
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_cogl_poll_renderer_add_source (context->display->renderer,
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_cogl_fence_poll_prepare,
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_cogl_fence_poll_dispatch,
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context);
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}
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}
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CoglFenceClosure *
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cogl_framebuffer_add_fence_callback (CoglFramebuffer *framebuffer,
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CoglFenceCallback callback,
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void *user_data)
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{
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CoglContext *context = framebuffer->context;
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CoglJournal *journal = framebuffer->journal;
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CoglFenceClosure *fence;
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if (!COGL_FLAGS_GET (context->features, COGL_FEATURE_ID_FENCE))
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return NULL;
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fence = g_slice_new (CoglFenceClosure);
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fence->framebuffer = framebuffer;
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fence->callback = callback;
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fence->user_data = user_data;
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fence->fence_obj = NULL;
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if (journal->entries->len)
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{
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_cogl_list_insert (journal->pending_fences.prev, &fence->link);
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fence->type = FENCE_TYPE_PENDING;
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}
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else
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_cogl_fence_submit (fence);
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return fence;
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}
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void
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cogl_framebuffer_cancel_fence_callback (CoglFramebuffer *framebuffer,
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CoglFenceClosure *fence)
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{
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CoglContext *context = framebuffer->context;
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if (fence->type == FENCE_TYPE_PENDING)
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{
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_cogl_list_remove (&fence->link);
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}
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else
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{
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_cogl_list_remove (&fence->link);
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if (fence->type == FENCE_TYPE_WINSYS)
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{
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const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
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winsys->fence_destroy (context, fence->fence_obj);
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}
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#ifdef GL_ARB_sync
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else if (fence->type == FENCE_TYPE_GL_ARB)
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{
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context->glDeleteSync (fence->fence_obj);
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}
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#endif
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}
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g_slice_free (CoglFenceClosure, fence);
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}
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void
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_cogl_fence_cancel_fences_for_framebuffer (CoglFramebuffer *framebuffer)
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{
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CoglJournal *journal = framebuffer->journal;
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CoglContext *context = framebuffer->context;
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CoglFenceClosure *fence, *tmp;
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while (!_cogl_list_empty (&journal->pending_fences))
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{
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fence = _cogl_container_of (journal->pending_fences.next,
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CoglFenceClosure,
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link);
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cogl_framebuffer_cancel_fence_callback (framebuffer, fence);
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}
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_cogl_list_for_each_safe (fence, tmp, &context->fences, link)
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{
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if (fence->framebuffer == framebuffer)
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cogl_framebuffer_cancel_fence_callback (framebuffer, fence);
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}
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}
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