/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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_manager.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "util/u_gen_mipmap.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) { struct gl_framebuffer *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) { struct gl_framebuffer *fb = st->ctx->DrawBuffer; struct st_renderbuffer *strb = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer); if (strb) { /* Hook for copying "fake" frontbuffer if necessary: */ st_manager_flush_frontbuffer(st); } } void st_flush(struct st_context *st, struct pipe_fence_handle **fence, unsigned flags) { FLUSH_VERTICES(st->ctx, 0); FLUSH_CURRENT(st->ctx, 0); st_flush_bitmap_cache(st); st->pipe->flush(st->pipe, fence, flags); } /** * Flush, and wait for completion. */ void st_finish( struct st_context *st ) { struct pipe_fence_handle *fence = NULL; st_flush(st, &fence, 0); if(fence) { st->pipe->screen->fence_finish(st->pipe->screen, NULL, fence, PIPE_TIMEOUT_INFINITE); st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL); } } /** * Called via ctx->Driver.Flush() */ static void st_glFlush(struct gl_context *ctx) { struct st_context *st = st_context(ctx); /* 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, NULL, 0); if (is_front_buffer_dirty(st)) { display_front_buffer(st); } } /** * Called via ctx->Driver.Finish() */ static void st_glFinish(struct gl_context *ctx) { struct st_context *st = st_context(ctx); st_finish(st); if (is_front_buffer_dirty(st)) { display_front_buffer(st); } } static GLenum gl_reset_status_from_pipe_reset_status(enum pipe_reset_status status) { switch (status) { case PIPE_NO_RESET: return GL_NO_ERROR; case PIPE_GUILTY_CONTEXT_RESET: return GL_GUILTY_CONTEXT_RESET_ARB; case PIPE_INNOCENT_CONTEXT_RESET: return GL_INNOCENT_CONTEXT_RESET_ARB; case PIPE_UNKNOWN_CONTEXT_RESET: return GL_UNKNOWN_CONTEXT_RESET_ARB; default: assert(0); return GL_NO_ERROR; } } /** * Query information about GPU resets observed by this context * * Called via \c dd_function_table::GetGraphicsResetStatus. */ static GLenum st_get_graphics_reset_status(struct gl_context *ctx) { struct st_context *st = st_context(ctx); enum pipe_reset_status status; if (st->reset_status != PIPE_NO_RESET) { status = st->reset_status; st->reset_status = PIPE_NO_RESET; } else { status = st->pipe->get_device_reset_status(st->pipe); } return gl_reset_status_from_pipe_reset_status(status); } static void st_device_reset_callback(void *data, enum pipe_reset_status status) { struct st_context *st = data; assert(status != PIPE_NO_RESET); st->reset_status = status; _mesa_set_context_lost_dispatch(st->ctx); } void st_install_device_reset_callback(struct st_context *st) { if (st->pipe->set_device_reset_callback) { struct pipe_device_reset_callback cb; cb.reset = st_device_reset_callback; cb.data = st; st->pipe->set_device_reset_callback(st->pipe, &cb); } } void st_init_flush_functions(struct pipe_screen *screen, struct dd_function_table *functions) { functions->Flush = st_glFlush; functions->Finish = st_glFinish; if (screen->get_param(screen, PIPE_CAP_DEVICE_RESET_STATUS_QUERY)) functions->GetGraphicsResetStatus = st_get_graphics_reset_status; /* 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 surprise elsewhere. */ #ifdef PIPE_OS_WINDOWS functions->Finish = st_glFlush; #endif }