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20ae6814
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2019-02-27T17:11:58
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Vulkan: Decouple EGLSync from renderer serial
To support future work where RendererVk functionality is moved to
ContextVk. Given multiple contexts, EGLSync can no longer rely on a
single serial as it can be used in multiple contexts. Instead, the
fence corresponding to the submission in which the EGLSync object
signals is kept so it can be waited on.
Introduces a `vk::Shared` class that includes a ref-counted reference to
a Vulkan object (vk::Fence in this case). This is specially made to
`destroy()` object when reference count reaches zero.
Bug: angleproject:2464
Change-Id: I68c8229eea8df77974e28fcc2a9563dae5d204f9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1493131
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill (use @chromium please) <jmadill@google.com>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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82fddcb1
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2019-01-18T14:27:43
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Vulkan: Implement GLsync and EGLSync fence syncs
That is required in GLES 3 for GLsync and EGL_KHR_fence_sync and
EGL_KHR_wait_sync (or EGL 1.5) for EGLSync.
The two constructs (GLsync and EGLSync) have similar semantics and share
the implementation on the Vulkan backend.
The implementation of a fence sync object is achieved through the
combined use of a vkEvent and the implicit vkFence inserted at the end
of every submission. Imagine the following command buffer:
glDraw : Draw
glCreateSync: Set Event <-- insertion of fence sync
glDraw : Draw
: Signal Fence <-- implicit fence at the end of submission
glFlush : Submit
Assume the serial S is associated to this submission. The following
hold:
- If event is set, the fence sync is signaled
- If S is already finished, the fence sync is signaled
- If client is waiting on the sync and S is not yet flushed, there will
be a deadlock (unless multi-threaded and another thread performs the
flush).
The event is used to implement server waits (glWaitSync), as vkEvent is
the only entity the GPU can signal and wait on within the command
buffer. The wait is inserted in the command graph without incurring a
flush, i.e. the wait can be within the same command buffer as event set.
The event however does not support CPU waits (glClientWaitSync).
vkFence is the only entity the CPU can wait on. For client wait
therefore, the following algorithm is used:
- If the event is already set, there's no wait -> already signaled
- If timeout is zero, there's no wait -> timeout expired
- If S is not flushed, flush it to ensure forward progress.
- Wait until S is finished -> condition satisfied / timeout expired.
Bug: angleproject:2466
Change-Id: I678995a6139dd9533fa8ad361a3d292b202c52a4
Reviewed-on: https://chromium-review.googlesource.com/c/1422552
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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b8eec4a4
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2018-10-18T17:34:38
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Use angle::Result in front-end (Part 7)
Refactors the gl::FenceNV and gl::Sync classes.
Bug: angleproject:2491
Change-Id: I0fe73d1ccf5407f460e173a3061735b330a88511
Reviewed-on: https://chromium-review.googlesource.com/c/1289712
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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a0691b77
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2018-07-25T10:41:22
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Pass Context to Fence Impl methods.
This is needed for the error refactoring and also for the Vulkan
implementation.
Bug: angleproject:2738
Change-Id: I4e1bed7f67ef17feb5554b5838a2ed5feb22bba0
Reviewed-on: https://chromium-review.googlesource.com/1150091
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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70b5bb00
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2017-08-28T13:32:37
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Rename gl::FenceSync to gl::Sync.
The spec refers to Sync objects, FenceSyncs being a subtype. The
motivation for this fix is to clear up the FenceSync_ entry point for
auto-generation.
BUG=angleproject:1309
Change-Id: I94c440476d701628575e7a3eea68b6dd110f41c3
Reviewed-on: https://chromium-review.googlesource.com/636516
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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