blob: 6442fc922532988096554084cffc7c5f1ff5a7cc [file] [log] [blame]
/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "main/glheader.h"
#include "main/macros.h"
#include "main/context.h"
#include "st_context.h"
#include "st_cb_bitmap.h"
#include "st_cb_flush.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
#include "st_manager.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "util/u_gen_mipmap.h"
/** Check if we have a front color buffer and if it's been drawn to. */
static inline GLboolean
is_front_buffer_dirty(struct st_context *st)
{
struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb
= st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
return strb && strb->defined;
}
/**
* Tell the screen to display the front color buffer on-screen.
*/
static void
display_front_buffer(struct st_context *st)
{
struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb
= st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
if (strb) {
/* Hook for copying "fake" frontbuffer if necessary:
*/
st_manager_flush_frontbuffer(st);
}
}
void st_flush(struct st_context *st,
struct pipe_fence_handle **fence,
unsigned flags)
{
FLUSH_VERTICES(st->ctx, 0);
FLUSH_CURRENT(st->ctx, 0);
st_flush_bitmap_cache(st);
st->pipe->flush(st->pipe, fence, flags);
}
/**
* Flush, and wait for completion.
*/
void st_finish( struct st_context *st )
{
struct pipe_fence_handle *fence = NULL;
st_flush(st, &fence, 0);
if(fence) {
st->pipe->screen->fence_finish(st->pipe->screen, NULL, fence,
PIPE_TIMEOUT_INFINITE);
st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL);
}
}
/**
* Called via ctx->Driver.Flush()
*/
static void st_glFlush(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
/* Don't call st_finish() here. It is not the state tracker's
* responsibilty to inject sleeps in the hope of avoiding buffer
* synchronization issues. Calling finish() here will just hide
* problems that need to be fixed elsewhere.
*/
st_flush(st, NULL, 0);
if (is_front_buffer_dirty(st)) {
display_front_buffer(st);
}
}
/**
* Called via ctx->Driver.Finish()
*/
static void st_glFinish(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
st_finish(st);
if (is_front_buffer_dirty(st)) {
display_front_buffer(st);
}
}
static GLenum
gl_reset_status_from_pipe_reset_status(enum pipe_reset_status status)
{
switch (status) {
case PIPE_NO_RESET:
return GL_NO_ERROR;
case PIPE_GUILTY_CONTEXT_RESET:
return GL_GUILTY_CONTEXT_RESET_ARB;
case PIPE_INNOCENT_CONTEXT_RESET:
return GL_INNOCENT_CONTEXT_RESET_ARB;
case PIPE_UNKNOWN_CONTEXT_RESET:
return GL_UNKNOWN_CONTEXT_RESET_ARB;
default:
assert(0);
return GL_NO_ERROR;
}
}
/**
* Query information about GPU resets observed by this context
*
* Called via \c dd_function_table::GetGraphicsResetStatus.
*/
static GLenum
st_get_graphics_reset_status(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
enum pipe_reset_status status;
if (st->reset_status != PIPE_NO_RESET) {
status = st->reset_status;
st->reset_status = PIPE_NO_RESET;
} else {
status = st->pipe->get_device_reset_status(st->pipe);
}
return gl_reset_status_from_pipe_reset_status(status);
}
static void
st_device_reset_callback(void *data, enum pipe_reset_status status)
{
struct st_context *st = data;
assert(status != PIPE_NO_RESET);
st->reset_status = status;
_mesa_set_context_lost_dispatch(st->ctx);
}
void
st_install_device_reset_callback(struct st_context *st)
{
if (st->pipe->set_device_reset_callback) {
struct pipe_device_reset_callback cb;
cb.reset = st_device_reset_callback;
cb.data = st;
st->pipe->set_device_reset_callback(st->pipe, &cb);
}
}
void st_init_flush_functions(struct pipe_screen *screen,
struct dd_function_table *functions)
{
functions->Flush = st_glFlush;
functions->Finish = st_glFinish;
if (screen->get_param(screen, PIPE_CAP_DEVICE_RESET_STATUS_QUERY))
functions->GetGraphicsResetStatus = st_get_graphics_reset_status;
/* Windows opengl32.dll calls glFinish prior to every swapbuffers.
* This is unnecessary and degrades performance. Luckily we have some
* scope to work around this, as the externally-visible behaviour of
* Finish() is identical to Flush() in all cases - no differences in
* rendering or ReadPixels are visible if we opt not to wait here.
*
* Only set this up on Windows to avoid surprise elsewhere.
*/
#ifdef PIPE_OS_WINDOWS
functions->Finish = st_glFlush;
#endif
}