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This reverts a previous half-attempt at an implementation of events using a BO to hold the event state, and provides a full implementation. V3D doesn't have any built-in GPU functionality to wait on any kind of events, so we need to implement this in the driver an therefore we no longer need to use a BO for the event state. Instead, we implement GPU waits by using a CPU job for the wait operation that spawns a wait thread if the wait operation doesn't have all its events signaled by the time it is processed. To implement the semantics of the wait correctly, any jobs in the same command buffer that come after the wait will not be emitted until the wait thread completes. If a submit spawns any wait threads for a command buffer we can't signal any semaphores for it until all the wait threads complete and we know that all the jobs for those command buffers have been submitted. The same applies to the submit fence, if present. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766> |
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| cle | ||
| clif | ||
| common | ||
| compiler | ||
| drm-shim | ||
| qpu | ||
| simulator | ||
| vulkan | ||
| .editorconfig | ||
| Android.cle.mk | ||
| Android.genxml.mk | ||
| Android.mk | ||
| Makefile.sources | ||
| meson.build | ||