r300g: implement flush+sync (AKA glFinish)

See comments in the code.
This commit is contained in:
Marek Olšák 2010-05-16 18:43:44 +02:00
parent 581be86342
commit 0b94c05c28

View file

@ -1,5 +1,6 @@
/*
* Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
* Copyright 2010 Marek Olšák <maraeo@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -37,6 +38,8 @@ static void r300_flush(struct pipe_context* pipe,
struct r300_context *r300 = r300_context(pipe);
struct r300_query *query;
struct r300_atom *atom;
struct pipe_framebuffer_state *fb;
unsigned i;
CS_LOCALS(r300);
(void) cs_count;
@ -72,6 +75,39 @@ static void r300_flush(struct pipe_context* pipe,
foreach(query, &r300->query_list) {
query->flushed = TRUE;
}
/* XXX
*
* This is a preliminary implementation of glFinish. Note that st/mesa
* uses a non-null fence when glFinish is called and then waits for
* the fence. Instead of returning the actual fence, we do the sync
* directly.
*
* The ideal implementation should use something like EmitIrqLocked and
* WaitIrq, or better, real fences.
*
* This feature degrades performance to the level of r300c for games that
* use glFinish a lot, even openarena does. Ideally we wouldn't need
* glFinish at all if we had proper throttling in swapbuffers so that
* the CPU wouldn't outrun the GPU by several frames, so this is basically
* a temporary fix for the input lag. Once swap&sync works with DRI2,
* I'll be happy to remove this code.
*
* - M. */
if (fence && r300->fb_state.state) {
fb = r300->fb_state.state;
for (i = 0; i < fb->nr_cbufs; i++) {
if (fb->cbufs[i]->texture) {
r300->rws->buffer_wait(r300->rws,
r300_texture(fb->cbufs[i]->texture)->buffer);
}
if (fb->zsbuf) {
r300->rws->buffer_wait(r300->rws,
r300_texture(fb->zsbuf->texture)->buffer);
}
}
}
}
void r300_init_flush_functions(struct r300_context* r300)