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Fence.cpp
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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Fence.cpp: Implements the Fence class, which supports the GL_NV_fence extension.
#include "Fence.h"
#include "main.h"
#include "Common/Thread.hpp"
namespace es2
{
Fence::Fence()
{
mQuery = false;
mCondition = GL_NONE;
mStatus = GL_FALSE;
}
Fence::~Fence()
{
mQuery = false;
}
GLboolean Fence::isFence()
{
// GL_NV_fence spec:
// A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence.
return mQuery;
}
void Fence::setFence(GLenum condition)
{
if(condition != GL_ALL_COMPLETED_NV)
{
return error(GL_INVALID_VALUE);
}
mQuery = true;
mCondition = condition;
mStatus = GL_FALSE;
}
GLboolean Fence::testFence()
{
if(!mQuery)
{
return error(GL_INVALID_OPERATION, GL_TRUE);
}
// The current assumtion is that no matter where the fence is placed, it is
// done by the time it is tested, which is similar to Context::flush(), since
// we don't queue anything without processing it as fast as possible.
mStatus = GL_TRUE;
return mStatus;
}
void Fence::finishFence()
{
if(!mQuery)
{
return error(GL_INVALID_OPERATION);
}
while(!testFence())
{
sw::Thread::yield();
}
}
void Fence::getFenceiv(GLenum pname, GLint *params)
{
if(!mQuery)
{
return error(GL_INVALID_OPERATION);
}
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)
{
params[0] = GL_TRUE;
return;
}
mStatus = testFence();
params[0] = mStatus;
break;
}
case GL_FENCE_CONDITION_NV:
params[0] = mCondition;
break;
default:
return error(GL_INVALID_ENUM);
break;
}
}
FenceSync::FenceSync(GLuint name, GLenum condition, GLbitfield flags) : NamedObject(name), mCondition(condition), mFlags(flags)
{
}
FenceSync::~FenceSync()
{
}
GLenum FenceSync::clientWait(GLbitfield flags, GLuint64 timeout)
{
// The current assumtion is that no matter where the fence is placed, it is
// done by the time it is tested, which is similar to Context::flush(), since
// we don't queue anything without processing it as fast as possible.
return GL_ALREADY_SIGNALED;
}
void FenceSync::serverWait(GLbitfield flags, GLuint64 timeout)
{
}
void FenceSync::getSynciv(GLenum pname, GLsizei *length, GLint *values)
{
switch(pname)
{
case GL_OBJECT_TYPE:
values[0] = GL_SYNC_FENCE;
if(length) {
*length = 1;
}
break;
case GL_SYNC_STATUS:
// The current assumtion is that no matter where the fence is placed, it is
// done by the time it is tested, which is similar to Context::flush(), since
// we don't queue anything without processing it as fast as possible.
values[0] = GL_SIGNALED;
if(length) {
*length = 1;
}
break;
case GL_SYNC_CONDITION:
values[0] = GL_SYNC_GPU_COMMANDS_COMPLETE;
if(length) {
*length = 1;
}
break;
case GL_SYNC_FLAGS:
if(length) {
*length = 0;
}
break;
default:
return error(GL_INVALID_ENUM);
}
}
}