/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "main/glheader.h" #include "main/macros.h" #include "main/context.h" #include "st_context.h" #include "st_cb_bitmap.h" #include "st_cb_flush.h" #include "st_cb_clear.h" #include "st_cb_fbo.h" #include "st_public.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "util/u_gen_mipmap.h" #include "util/u_blit.h" /** Check if we have a front color buffer and if it's been drawn to. */ static INLINE GLboolean is_front_buffer_dirty(struct st_context *st) { if (st->frontbuffer_status == FRONT_STATUS_DIRTY) { return GL_TRUE; } else { GLframebuffer *fb = st->ctx->DrawBuffer; struct st_renderbuffer *strb = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer); return strb && strb->defined; } } /** * Tell the screen to display the front color buffer on-screen. */ static void display_front_buffer(struct st_context *st) { GLframebuffer *fb = st->ctx->DrawBuffer; struct st_renderbuffer *strb = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer); if (strb) { struct pipe_surface *front_surf = strb->surface; /* Hook for copying "fake" frontbuffer if necessary: */ st->pipe->screen->flush_frontbuffer( st->pipe->screen, front_surf, st->pipe->priv ); /* st->frontbuffer_status = FRONT_STATUS_UNDEFINED; */ } } void st_flush( struct st_context *st, uint pipeFlushFlags, struct pipe_fence_handle **fence ) { FLUSH_CURRENT(st->ctx, 0); /* Release any vertex buffers that might potentially be accessed in * successive frames: */ st_flush_bitmap(st); st_flush_clear(st); util_blit_flush(st->blit); util_gen_mipmap_flush(st->gen_mipmap); st->pipe->flush( st->pipe, pipeFlushFlags, fence ); } /** * Flush, and wait for completion. */ void st_finish( struct st_context *st ) { struct pipe_fence_handle *fence = NULL; st_flush(st, PIPE_FLUSH_RENDER_CACHE | PIPE_FLUSH_FRAME, &fence); if(fence) { st->pipe->screen->fence_finish(st->pipe->screen, fence, 0); st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL); } } /** * Called via ctx->Driver.Flush() */ static void st_glFlush(GLcontext *ctx) { struct st_context *st = ctx->st; /* Don't call st_finish() here. It is not the state tracker's * responsibilty to inject sleeps in the hope of avoiding buffer * synchronization issues. Calling finish() here will just hide * problems that need to be fixed elsewhere. */ st_flush(st, PIPE_FLUSH_RENDER_CACHE | PIPE_FLUSH_FRAME, NULL); if (is_front_buffer_dirty(st)) { display_front_buffer(st); } } /** * Called via ctx->Driver.Finish() */ static void st_glFinish(GLcontext *ctx) { struct st_context *st = ctx->st; st_finish(st); if (is_front_buffer_dirty(st)) { display_front_buffer(st); } } void st_init_flush_functions(struct dd_function_table *functions) { functions->Flush = st_glFlush; functions->Finish = st_glFinish; /* Windows opengl32.dll calls glFinish prior to every swapbuffers. * This is unnecessary and degrades performance. Luckily we have some * scope to work around this, as the externally-visible behaviour of * Finish() is identical to Flush() in all cases - no differences in * rendering or ReadPixels are visible if we opt not to wait here. * * Only set this up on windows to avoid suprise elsewhere. */ #ifdef PIPE_OS_WINDOWS functions->Finish = st_glFlush; #endif }