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`glamor_make_current` is always called before any calls to GL. Apply some dirty-tracking to whenever we call `glamor_make_current` so that we can avoid a decent amount of redundant GL work on each Dispatch cycle. Gamescope previously was waking up an empty Xwayland server with an XQueryPointer and I noticed a significant amount of churn doing redundant GL work. This has been addressed on the Gamescope side as well, but avoiding any useless GL context switches and flushes when glamor is doing nothing is still beneficial for CPU and power usage on portable devices. Signed-off-by: Joshua Ashton <joshua@froggi.es> Reviewed-by: Emma Anholt <emma@anholt.net> Acked-by: Olivier Fourdan <ofourdan@redhat.com
121 lines
4 KiB
C
121 lines
4 KiB
C
/*
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* Copyright © 2014 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include "glamor_priv.h"
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#include "misyncshm.h"
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#include "misyncstr.h"
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#if XSYNC
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/*
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* This whole file exists to wrap a sync fence trigger operation so
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* that we can flush GL to provide serialization between the server
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* and the shm fence client
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*/
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static DevPrivateKeyRec glamor_sync_fence_key;
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struct glamor_sync_fence {
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SyncFenceSetTriggeredFunc set_triggered;
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};
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static inline struct glamor_sync_fence *
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glamor_get_sync_fence(SyncFence *fence)
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{
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return (struct glamor_sync_fence *) dixLookupPrivate(&fence->devPrivates, &glamor_sync_fence_key);
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}
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static void
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glamor_sync_fence_set_triggered (SyncFence *fence)
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{
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ScreenPtr screen = fence->pScreen;
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glamor_screen_private *glamor = glamor_get_screen_private(screen);
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struct glamor_sync_fence *glamor_fence = glamor_get_sync_fence(fence);
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/* Flush pending rendering operations */
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glamor_flush(glamor);
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fence->funcs.SetTriggered = glamor_fence->set_triggered;
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fence->funcs.SetTriggered(fence);
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glamor_fence->set_triggered = fence->funcs.SetTriggered;
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fence->funcs.SetTriggered = glamor_sync_fence_set_triggered;
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}
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static void
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glamor_sync_create_fence(ScreenPtr screen,
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SyncFence *fence,
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Bool initially_triggered)
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{
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glamor_screen_private *glamor = glamor_get_screen_private(screen);
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SyncScreenFuncsPtr screen_funcs = miSyncGetScreenFuncs(screen);
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struct glamor_sync_fence *glamor_fence = glamor_get_sync_fence(fence);
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screen_funcs->CreateFence = glamor->saved_procs.sync_screen_funcs.CreateFence;
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screen_funcs->CreateFence(screen, fence, initially_triggered);
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glamor->saved_procs.sync_screen_funcs.CreateFence = screen_funcs->CreateFence;
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screen_funcs->CreateFence = glamor_sync_create_fence;
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glamor_fence->set_triggered = fence->funcs.SetTriggered;
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fence->funcs.SetTriggered = glamor_sync_fence_set_triggered;
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}
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#endif
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Bool
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glamor_sync_init(ScreenPtr screen)
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{
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#if XSYNC
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glamor_screen_private *glamor = glamor_get_screen_private(screen);
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SyncScreenFuncsPtr screen_funcs;
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if (!dixPrivateKeyRegistered(&glamor_sync_fence_key)) {
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if (!dixRegisterPrivateKey(&glamor_sync_fence_key,
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PRIVATE_SYNC_FENCE,
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sizeof (struct glamor_sync_fence)))
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return FALSE;
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}
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#ifdef HAVE_XSHMFENCE
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if (!miSyncShmScreenInit(screen))
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return FALSE;
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#else
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if (!miSyncSetup(screen))
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return FALSE;
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#endif
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screen_funcs = miSyncGetScreenFuncs(screen);
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glamor->saved_procs.sync_screen_funcs.CreateFence = screen_funcs->CreateFence;
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screen_funcs->CreateFence = glamor_sync_create_fence;
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#endif
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return TRUE;
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}
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void
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glamor_sync_close(ScreenPtr screen)
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{
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#if XSYNC
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glamor_screen_private *glamor = glamor_get_screen_private(screen);
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SyncScreenFuncsPtr screen_funcs = miSyncGetScreenFuncs(screen);
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if (screen_funcs)
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screen_funcs->CreateFence = glamor->saved_procs.sync_screen_funcs.CreateFence;
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#endif
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}
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