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anv: Rework fences
Our previous fence implementation was very simple. Fences had two states: signaled and unsignaled. However, this didn't properly handle all of the edge-cases that we need to handle. In order to handle the case where the client calls vkGetFenceStatus on a fence that has not yet been submitted via vkQueueSubmit, we need a three-status system. In order to handle the case where the client calls vkWaitForFences on fences which have not yet been submitted, we need more complex logic and a condition variable. It's rather annoying but, so long as the client doesn't do that, we should still hit the fast path and use i915_gem_wait to do all our waiting. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Cc: "13.0" <mesa-stable@lists.freedesktop.org>
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parent
73701be667
commit
843775bab7
3 changed files with 149 additions and 25 deletions
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@ -896,6 +896,12 @@ VkResult anv_CreateDevice(
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pthread_mutex_init(&device->mutex, NULL);
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pthread_condattr_t condattr;
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pthread_condattr_init(&condattr);
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pthread_condattr_setclock(&condattr, CLOCK_MONOTONIC);
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pthread_cond_init(&device->queue_submit, NULL);
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pthread_condattr_destroy(&condattr);
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anv_bo_pool_init(&device->batch_bo_pool, device);
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anv_block_pool_init(&device->dynamic_state_block_pool, device, 16384);
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@ -1141,6 +1147,11 @@ VkResult anv_QueueSubmit(
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result = anv_device_execbuf(device, &fence->execbuf, &fence_bo);
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if (result != VK_SUCCESS)
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goto out;
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/* Update the fence and wake up any waiters */
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assert(fence->state == ANV_FENCE_STATE_RESET);
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fence->state = ANV_FENCE_STATE_SUBMITTED;
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pthread_cond_broadcast(&device->queue_submit);
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}
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out:
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@ -1518,7 +1529,7 @@ VkResult anv_CreateFence(
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fence->execbuf.rsvd1 = device->context_id;
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fence->execbuf.rsvd2 = 0;
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fence->ready = false;
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fence->state = ANV_FENCE_STATE_RESET;
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*pFence = anv_fence_to_handle(fence);
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@ -1544,7 +1555,7 @@ VkResult anv_ResetFences(
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{
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for (uint32_t i = 0; i < fenceCount; i++) {
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ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
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fence->ready = false;
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fence->state = ANV_FENCE_STATE_RESET;
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}
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return VK_SUCCESS;
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@ -1559,26 +1570,41 @@ VkResult anv_GetFenceStatus(
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int64_t t = 0;
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int ret;
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if (fence->ready)
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switch (fence->state) {
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case ANV_FENCE_STATE_RESET:
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/* If it hasn't even been sent off to the GPU yet, it's not ready */
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return VK_NOT_READY;
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case ANV_FENCE_STATE_SIGNALED:
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/* It's been signaled, return success */
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return VK_SUCCESS;
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ret = anv_gem_wait(device, fence->bo.gem_handle, &t);
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if (ret == 0) {
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fence->ready = true;
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return VK_SUCCESS;
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case ANV_FENCE_STATE_SUBMITTED:
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/* It's been submitted to the GPU but we don't know if it's done yet. */
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ret = anv_gem_wait(device, fence->bo.gem_handle, &t);
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if (ret == 0) {
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fence->state = ANV_FENCE_STATE_SIGNALED;
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return VK_SUCCESS;
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} else {
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return VK_NOT_READY;
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}
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default:
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unreachable("Invalid fence status");
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}
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return VK_NOT_READY;
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}
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#define NSEC_PER_SEC 1000000000
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#define INT_TYPE_MAX(type) ((1ull << (sizeof(type) * 8 - 1)) - 1)
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VkResult anv_WaitForFences(
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VkDevice _device,
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uint32_t fenceCount,
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const VkFence* pFences,
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VkBool32 waitAll,
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uint64_t timeout)
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uint64_t _timeout)
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{
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ANV_FROM_HANDLE(anv_device, device, _device);
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int ret;
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/* DRM_IOCTL_I915_GEM_WAIT uses a signed 64 bit timeout and is supposed
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* to block indefinitely timeouts <= 0. Unfortunately, this was broken
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@ -1587,22 +1613,107 @@ VkResult anv_WaitForFences(
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* best we can do is to clamp the timeout to INT64_MAX. This limits the
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* maximum timeout from 584 years to 292 years - likely not a big deal.
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*/
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if (timeout > INT64_MAX)
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timeout = INT64_MAX;
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int64_t timeout = MIN2(_timeout, INT64_MAX);
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int64_t t = timeout;
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uint32_t pending_fences = fenceCount;
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while (pending_fences) {
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pending_fences = 0;
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bool signaled_fences = false;
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for (uint32_t i = 0; i < fenceCount; i++) {
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ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
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switch (fence->state) {
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case ANV_FENCE_STATE_RESET:
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/* This fence hasn't been submitted yet, we'll catch it the next
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* time around. Yes, this may mean we dead-loop but, short of
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* lots of locking and a condition variable, there's not much that
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* we can do about that.
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*/
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pending_fences++;
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continue;
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/* FIXME: handle !waitAll */
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case ANV_FENCE_STATE_SIGNALED:
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/* This fence is not pending. If waitAll isn't set, we can return
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* early. Otherwise, we have to keep going.
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*/
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if (!waitAll)
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return VK_SUCCESS;
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continue;
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for (uint32_t i = 0; i < fenceCount; i++) {
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ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
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int ret = anv_gem_wait(device, fence->bo.gem_handle, &t);
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if (ret == -1 && errno == ETIME) {
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return VK_TIMEOUT;
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} else if (ret == -1) {
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/* We don't know the real error. */
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return vk_errorf(VK_ERROR_OUT_OF_DEVICE_MEMORY,
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"gem wait failed: %m");
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case ANV_FENCE_STATE_SUBMITTED:
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/* These are the fences we really care about. Go ahead and wait
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* on it until we hit a timeout.
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*/
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ret = anv_gem_wait(device, fence->bo.gem_handle, &timeout);
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if (ret == -1 && errno == ETIME) {
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return VK_TIMEOUT;
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} else if (ret == -1) {
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/* We don't know the real error. */
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return vk_errorf(VK_ERROR_DEVICE_LOST, "gem wait failed: %m");
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} else {
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fence->state = ANV_FENCE_STATE_SIGNALED;
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signaled_fences = true;
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if (!waitAll)
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return VK_SUCCESS;
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continue;
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}
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}
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}
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if (pending_fences && !signaled_fences) {
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/* If we've hit this then someone decided to vkWaitForFences before
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* they've actually submitted any of them to a queue. This is a
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* fairly pessimal case, so it's ok to lock here and use a standard
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* pthreads condition variable.
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*/
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pthread_mutex_lock(&device->mutex);
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/* It's possible that some of the fences have changed state since the
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* last time we checked. Now that we have the lock, check for
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* pending fences again and don't wait if it's changed.
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*/
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uint32_t now_pending_fences = 0;
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for (uint32_t i = 0; i < fenceCount; i++) {
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ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
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if (fence->state == ANV_FENCE_STATE_RESET)
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now_pending_fences++;
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}
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assert(now_pending_fences <= pending_fences);
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if (now_pending_fences == pending_fences) {
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struct timespec before;
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clock_gettime(CLOCK_MONOTONIC, &before);
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uint32_t abs_nsec = before.tv_nsec + timeout % NSEC_PER_SEC;
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uint64_t abs_sec = before.tv_sec + (abs_nsec / NSEC_PER_SEC) +
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(timeout / NSEC_PER_SEC);
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abs_nsec %= NSEC_PER_SEC;
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/* Avoid roll-over in tv_sec on 32-bit systems if the user
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* provided timeout is UINT64_MAX
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*/
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struct timespec abstime;
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abstime.tv_nsec = abs_nsec;
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abstime.tv_sec = MIN2(abs_sec, INT_TYPE_MAX(abstime.tv_sec));
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ret = pthread_cond_timedwait(&device->queue_submit,
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&device->mutex, &abstime);
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assert(ret != EINVAL);
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struct timespec after;
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clock_gettime(CLOCK_MONOTONIC, &after);
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uint64_t time_elapsed =
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((uint64_t)after.tv_sec * NSEC_PER_SEC + after.tv_nsec) -
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((uint64_t)before.tv_sec * NSEC_PER_SEC + before.tv_nsec);
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if (time_elapsed >= timeout) {
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pthread_mutex_unlock(&device->mutex);
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return VK_TIMEOUT;
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}
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timeout -= time_elapsed;
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}
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pthread_mutex_unlock(&device->mutex);
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}
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}
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@ -580,6 +580,7 @@ struct anv_device {
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uint32_t default_mocs;
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pthread_mutex_t mutex;
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pthread_cond_t queue_submit;
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};
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void anv_device_get_cache_uuid(void *uuid);
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@ -1254,11 +1255,23 @@ anv_cmd_buffer_get_depth_stencil_view(const struct anv_cmd_buffer *cmd_buffer);
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void anv_cmd_buffer_dump(struct anv_cmd_buffer *cmd_buffer);
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enum anv_fence_state {
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/** Indicates that this is a new (or newly reset fence) */
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ANV_FENCE_STATE_RESET,
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/** Indicates that this fence has been submitted to the GPU but is still
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* (as far as we know) in use by the GPU.
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*/
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ANV_FENCE_STATE_SUBMITTED,
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ANV_FENCE_STATE_SIGNALED,
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};
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struct anv_fence {
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struct anv_bo bo;
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struct drm_i915_gem_execbuffer2 execbuf;
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struct drm_i915_gem_exec_object2 exec2_objects[1];
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bool ready;
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enum anv_fence_state state;
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};
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struct anv_event {
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@ -334,7 +334,7 @@ VkResult anv_AcquireNextImageKHR(
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/* Thanks to implicit sync, the image is ready immediately. */
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if (fence)
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fence->ready = true;
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fence->state = ANV_FENCE_STATE_SIGNALED;
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return result;
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}
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