mutter/cogl/cogl-fence.c
Daniel Stone ea7d3b8476 Add fence API
cogl_framebuffer_add_fence creates a synchronisation fence, which will
invoke a user-specified callback when the GPU has finished executing all
commands provided to it up to that point in time.

Support is currently provided for GL 3.x's GL_ARB_sync extension, and
EGL's EGL_KHR_fence_sync (when used with OpenGL ES).

Signed-off-by: Daniel Stone <daniel@fooishbar.org>
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Robert Bragg <robert@linux.intel.com>

https://bugzilla.gnome.org/show_bug.cgi?id=691752

(cherry picked from commit e6d37470da9294adc1554c0a8c91aa2af560ed9f)
2013-05-28 21:36:03 +01:00

229 lines
6.0 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2012 Collabora Ltd.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifdef HAVE_CONFIG_H
#include "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, *next;
COGL_TAILQ_FOREACH_SAFE (fence, &context->fences, list, next)
_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_TAILQ_EMPTY (&fb->journal->pending_fences))
_cogl_framebuffer_flush_journal (fb);
}
if (!COGL_TAILQ_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_TAILQ_INSERT_TAIL (&context->fences, fence, list);
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_TAILQ_INSERT_TAIL (&journal->pending_fences, fence, list);
fence->type = FENCE_TYPE_PENDING;
}
else
_cogl_fence_submit (fence);
return fence;
}
void
cogl_framebuffer_cancel_fence_callback (CoglFramebuffer *framebuffer,
CoglFenceClosure *fence)
{
CoglJournal *journal = framebuffer->journal;
CoglContext *context = framebuffer->context;
if (fence->type == FENCE_TYPE_PENDING)
{
COGL_TAILQ_REMOVE (&journal->pending_fences, fence, list);
}
else
{
COGL_TAILQ_REMOVE (&context->fences, fence, list);
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, *next;
while (!COGL_TAILQ_EMPTY (&journal->pending_fences))
{
fence = COGL_TAILQ_FIRST (&journal->pending_fences);
cogl_framebuffer_cancel_fence_callback (framebuffer, fence);
}
COGL_TAILQ_FOREACH_SAFE (fence, &context->fences, list, next)
{
if (fence->framebuffer == framebuffer)
cogl_framebuffer_cancel_fence_callback (framebuffer, fence);
}
}