blob: 04c6a489d31f7c97acfb524cc12058e7d602da85 [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gl/gl_fence.h"
#include "base/compiler_specific.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_version_info.h"
namespace gfx {
namespace {
class GLFenceNVFence: public GLFence {
public:
GLFenceNVFence(bool flush) {
// What if either of these GL calls fails? TestFenceNV will return true.
// See spec:
// http://www.opengl.org/registry/specs/NV/fence.txt
//
// What should happen if TestFenceNV is called for a name before SetFenceNV
// is called?
// We generate an INVALID_OPERATION error, and return TRUE.
// This follows the semantics for texture object names before
// they are bound, in that they acquire their state upon binding.
// We will arbitrarily return TRUE for consistency.
glGenFencesNV(1, &fence_);
glSetFenceNV(fence_, GL_ALL_COMPLETED_NV);
if (flush) {
glFlush();
} else {
flush_event_ = GLContext::GetCurrent()->SignalFlush();
}
}
virtual bool HasCompleted() OVERRIDE {
return !!glTestFenceNV(fence_);
}
virtual void ClientWait() OVERRIDE {
if (!flush_event_ || flush_event_->IsSignaled()) {
glFinishFenceNV(fence_);
} else {
LOG(ERROR) << "Trying to wait for uncommitted fence. Skipping...";
}
}
virtual void ServerWait() OVERRIDE {
ClientWait();
}
private:
virtual ~GLFenceNVFence() {
glDeleteFencesNV(1, &fence_);
}
GLuint fence_;
scoped_refptr<GLContext::FlushEvent> flush_event_;
};
class GLFenceARBSync: public GLFence {
public:
GLFenceARBSync(bool flush) {
sync_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
if (flush) {
glFlush();
} else {
flush_event_ = GLContext::GetCurrent()->SignalFlush();
}
}
virtual bool HasCompleted() OVERRIDE {
// Handle the case where FenceSync failed.
if (!sync_)
return true;
// We could potentially use glGetSynciv here, but it doesn't work
// on OSX 10.7 (always says the fence is not signaled yet).
// glClientWaitSync works better, so let's use that instead.
return glClientWaitSync(sync_, 0, 0) != GL_TIMEOUT_EXPIRED;
}
virtual void ClientWait() OVERRIDE {
if (!flush_event_ || flush_event_->IsSignaled()) {
glClientWaitSync(sync_, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
} else {
LOG(ERROR) << "Trying to wait for uncommitted fence. Skipping...";
}
}
virtual void ServerWait() OVERRIDE {
if (!flush_event_ || flush_event_->IsSignaled()) {
glWaitSync(sync_, 0, GL_TIMEOUT_IGNORED);
} else {
LOG(ERROR) << "Trying to wait for uncommitted fence. Skipping...";
}
}
private:
virtual ~GLFenceARBSync() {
glDeleteSync(sync_);
}
GLsync sync_;
scoped_refptr<GLContext::FlushEvent> flush_event_;
};
#if !defined(OS_MACOSX)
class EGLFenceSync : public GLFence {
public:
EGLFenceSync(bool flush) {
display_ = eglGetCurrentDisplay();
sync_ = eglCreateSyncKHR(display_, EGL_SYNC_FENCE_KHR, NULL);
if (flush) {
glFlush();
} else {
flush_event_ = GLContext::GetCurrent()->SignalFlush();
}
}
virtual bool HasCompleted() OVERRIDE {
EGLint value = 0;
eglGetSyncAttribKHR(display_, sync_, EGL_SYNC_STATUS_KHR, &value);
DCHECK(value == EGL_SIGNALED_KHR || value == EGL_UNSIGNALED_KHR);
return !value || value == EGL_SIGNALED_KHR;
}
virtual void ClientWait() OVERRIDE {
if (!flush_event_ || flush_event_->IsSignaled()) {
EGLint flags = 0;
EGLTimeKHR time = EGL_FOREVER_KHR;
eglClientWaitSyncKHR(display_, sync_, flags, time);
} else {
LOG(ERROR) << "Trying to wait for uncommitted fence. Skipping...";
}
}
virtual void ServerWait() OVERRIDE {
if (!flush_event_ || flush_event_->IsSignaled()) {
EGLint flags = 0;
eglWaitSyncKHR(display_, sync_, flags);
} else {
LOG(ERROR) << "Trying to wait for uncommitted fence. Skipping...";
}
}
private:
virtual ~EGLFenceSync() {
eglDestroySyncKHR(display_, sync_);
}
EGLSyncKHR sync_;
EGLDisplay display_;
scoped_refptr<GLContext::FlushEvent> flush_event_;
};
#endif // !OS_MACOSX
// static
GLFence* CreateFence(bool flush) {
DCHECK(GLContext::GetCurrent())
<< "Trying to create fence with no context";
scoped_ptr<GLFence> fence;
// Prefer ARB_sync which supports server-side wait.
if (g_driver_gl.ext.b_GL_ARB_sync ||
GetGLVersionInfo()->is_es3) {
fence.reset(new GLFenceARBSync(flush));
#if !defined(OS_MACOSX)
} else if (g_driver_egl.ext.b_EGL_KHR_fence_sync) {
fence.reset(new EGLFenceSync(flush));
#endif
} else if (g_driver_gl.ext.b_GL_NV_fence) {
fence.reset(new GLFenceNVFence(flush));
}
DCHECK_EQ(!!fence.get(), GLFence::IsSupported());
return fence.release();
}
} // namespace
GLFence::GLFence() {
}
GLFence::~GLFence() {
}
bool GLFence::IsSupported() {
DCHECK(GetGLVersionInfo());
return g_driver_gl.ext.b_GL_ARB_sync || GetGLVersionInfo()->is_es3 ||
#if !defined(OS_MACOSX)
g_driver_egl.ext.b_EGL_KHR_fence_sync ||
#endif
g_driver_gl.ext.b_GL_NV_fence;
}
GLFence* GLFence::Create() {
return CreateFence(true);
}
GLFence* GLFence::CreateWithoutFlush() {
return CreateFence(false);
}
} // namespace gfx