Hash :
0b7eef7c
Author :
Date :
2014-06-12T14:10:47
Removed common_includes.h reordered includes. Since we are not using precompiled headers anymore, remove common_includes.h so that fewer files are included in cpp files. Reordered includes to be in the following order: 1) Local ANGLE project headers, ordered by directory in descending depth 2) GL headers 3) STL headers This helps enforce the include-what-you-use principal by reducing the number of STL headers unexpectedly shared between files. This include order conflicts with some of the Google c++ style guide which states that STL includes should be first but this helps us catch more issues. Change-Id: I8f7785f4ad574e253dd3c7b4fb1e54d3ce3b99fc Reviewed-on: https://chromium-review.googlesource.com/214850 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Fence.cpp: Implements the gl::Fence class, which supports the GL_NV_fence extension.
// Important note on accurate timers in Windows:
//
// QueryPerformanceCounter has a few major issues, including being 10x as expensive to call
// as timeGetTime on laptops and "jumping" during certain hardware events.
//
// See the comments at the top of the Chromium source file "chromium/src/base/time/time_win.cc"
// https://code.google.com/p/chromium/codesearch#chromium/src/base/time/time_win.cc
//
// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
// from buggy implementations.
#include "libGLESv2/Fence.h"
#include "libGLESv2/renderer/FenceImpl.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/main.h"
#include "angle_gl.h"
namespace gl
{
FenceNV::FenceNV(rx::Renderer *renderer)
{
mFence = renderer->createFence();
}
FenceNV::~FenceNV()
{
delete mFence;
}
GLboolean FenceNV::isFence() const
{
// GL_NV_fence spec:
// A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence.
return (mFence->isSet() ? GL_TRUE : GL_FALSE);
}
void FenceNV::setFence(GLenum condition)
{
mFence->set();
mCondition = condition;
mStatus = GL_FALSE;
}
GLboolean FenceNV::testFence()
{
// Flush the command buffer by default
bool result = mFence->test(true);
mStatus = (result ? GL_TRUE : GL_FALSE);
return mStatus;
}
void FenceNV::finishFence()
{
ASSERT(mFence->isSet());
while (!mFence->test(true))
{
Sleep(0);
}
}
GLint FenceNV::getFencei(GLenum pname)
{
ASSERT(mFence->isSet());
switch (pname)
{
case GL_FENCE_STATUS_NV:
{
// GL_NV_fence spec:
// Once the status of a fence has been finished (via FinishFenceNV) or tested and the returned status is TRUE (via either TestFenceNV
// or GetFenceivNV querying the FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence.
if (mStatus == GL_TRUE)
{
return GL_TRUE;
}
mStatus = (mFence->test(false) ? GL_TRUE : GL_FALSE);
return mStatus;
}
case GL_FENCE_CONDITION_NV:
return mCondition;
default: UNREACHABLE(); return 0;
}
}
FenceSync::FenceSync(rx::Renderer *renderer, GLuint id)
: RefCountObject(id)
{
mFence = renderer->createFence();
LARGE_INTEGER counterFreqency = { 0 };
BOOL success = QueryPerformanceFrequency(&counterFreqency);
UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success);
mCounterFrequency = counterFreqency.QuadPart;
}
FenceSync::~FenceSync()
{
delete mFence;
}
void FenceSync::set(GLenum condition)
{
mCondition = condition;
mFence->set();
}
GLenum FenceSync::clientWait(GLbitfield flags, GLuint64 timeout)
{
ASSERT(mFence->isSet());
bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
if (mFence->test(flushCommandBuffer))
{
return GL_ALREADY_SIGNALED;
}
if (mFence->hasError())
{
return GL_WAIT_FAILED;
}
if (timeout == 0)
{
return GL_TIMEOUT_EXPIRED;
}
LARGE_INTEGER currentCounter = { 0 };
BOOL success = QueryPerformanceCounter(¤tCounter);
UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success);
LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout) * static_cast<LONGLONG>(1000000ll);
LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
while (currentCounter.QuadPart < endCounter && !mFence->test(flushCommandBuffer))
{
Sleep(0);
BOOL success = QueryPerformanceCounter(¤tCounter);
UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success);
}
if (mFence->hasError())
{
return GL_WAIT_FAILED;
}
if (currentCounter.QuadPart >= endCounter)
{
return GL_TIMEOUT_EXPIRED;
}
return GL_CONDITION_SATISFIED;
}
void FenceSync::serverWait()
{
// Because our API is currently designed to be called from a single thread, we don't need to do
// extra work for a server-side fence. GPU commands issued after the fence is created will always
// be processed after the fence is signaled.
}
GLenum FenceSync::getStatus() const
{
if (mFence->test(false))
{
// The spec does not specify any way to report errors during the status test (e.g. device lost)
// so we report the fence is unblocked in case of error or signaled.
return GL_SIGNALED;
}
return GL_UNSIGNALED;
}
}