Don't synchronize after each frame. Allow the GPU to be one frame

ahead of the CPU for more parallelism of CPU and GPU. Unfortunately
there seems to be some broken hardware (like my ProSavageDDR) on which
status register updates are delayed sometimes. This leads to very
jerky animation if the hardware can buffer more than the current
frame. A new option "sync_frames" can be used as a remedy on such
broken hardware.
This commit is contained in:
Felix Kuehling 2005-03-06 03:52:01 +00:00
parent e6aa21156a
commit 9d05d3dd30
3 changed files with 17 additions and 14 deletions

View file

@ -69,6 +69,11 @@ DRI_CONF_OPT_BEGIN(enable_fastpath,bool,def) \
DRI_CONF_DESC(en,"Use fast path for unclipped primitives") \
DRI_CONF_DESC(de,"Schneller Codepfad für ungeschnittene Polygone") \
DRI_CONF_OPT_END
#define SAVAGE_SYNC_FRAMES(def) \
DRI_CONF_OPT_BEGIN(sync_frames,bool,def) \
DRI_CONF_DESC(en,"Synchronize with graphics hardware after each frame") \
DRI_CONF_DESC(de,"Synchronisiere nach jedem Frame mit Grafikhardware") \
DRI_CONF_OPT_END
/* Configuration
*/
@ -80,16 +85,17 @@ DRI_CONF_BEGIN
DRI_CONF_FLOAT_DEPTH(false)
DRI_CONF_SECTION_END
DRI_CONF_SECTION_PERFORMANCE
DRI_CONF_MAX_TEXTURE_UNITS(2,1,2)
SAVAGE_ENABLE_VDMA(true)
SAVAGE_ENABLE_FASTPATH(true)
SAVAGE_SYNC_FRAMES(false)
DRI_CONF_MAX_TEXTURE_UNITS(2,1,2)
DRI_CONF_TEXTURE_HEAPS(DRI_CONF_TEXTURE_HEAPS_ALL)
DRI_CONF_SECTION_END
DRI_CONF_SECTION_DEBUG
DRI_CONF_NO_RAST(false)
DRI_CONF_SECTION_END
DRI_CONF_END;
static const GLuint __driNConfigOptions = 8;
static const GLuint __driNConfigOptions = 9;
#ifdef USE_NEW_INTERFACE
static PFNGLXCREATECONTEXTMODES create_context_modes = NULL;
@ -499,6 +505,8 @@ savageCreateContext( const __GLcontextModes *mesaVis,
else
imesa->enable_vdma = driQueryOptionb(&imesa->optionCache, "enable_vdma");
imesa->sync_frames = driQueryOptionb(&imesa->optionCache, "sync_frames");
/* Configure swrast to match hardware characteristics:
*/
_tnl_allow_pixel_fog( ctx, GL_FALSE );

View file

@ -301,6 +301,7 @@ struct savage_context_t {
GLboolean float_depth;
GLboolean enable_fastpath;
GLboolean enable_vdma;
GLboolean sync_frames;
};
#define SAVAGE_CONTEXT(ctx) ((savageContextPtr)(ctx->DriverCtx))

View file

@ -423,12 +423,6 @@ static void savageDDClear( GLcontext *ctx, GLbitfield mask, GLboolean all,
_swrast_Clear( ctx, mask, all, cx, cy, cw, ch );
}
/* This is necessary to avoid very jerky animation on my ProSavageDDR.
* Seems to work fine on other Savages though. Make this configurable!
*/
#define SYNC_FRAMES 1
/*
* Copy the back buffer to the front buffer.
*/
@ -449,9 +443,9 @@ void savageSwapBuffers( __DRIdrawablePrivate *dPriv )
FLUSH_BATCH(imesa);
#if SYNC_FRAMES
imesa->lastSwap = savageEmitEvent( imesa, 0 );
#endif
if (imesa->sync_frames)
imesa->lastSwap = savageEmitEvent( imesa, 0 );
if (imesa->lastSwap != 0)
savageWaitEvent( imesa, imesa->lastSwap );
@ -463,9 +457,9 @@ void savageSwapBuffers( __DRIdrawablePrivate *dPriv )
imesa->inSwap = GL_FALSE;
}
#if !SYNC_FRAMES
imesa->lastSwap = savageEmitEvent( imesa, 0 );
#endif
if (!imesa->sync_frames)
/* don't sync, but limit the lag to one frame. */
imesa->lastSwap = savageEmitEvent( imesa, 0 );
}
unsigned int savageEmitEventLocked( savageContextPtr imesa, unsigned int flags )