/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ *
+ * 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
* 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
+ * 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 <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "st_cb_flush.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
+#include "st_context.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"
-#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)
-{
- 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)
+void
+st_flush(struct st_context *st,
+ struct pipe_fence_handle **fence,
+ unsigned flags)
{
- 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 )
-{
- FLUSH_CURRENT(st->ctx, 0);
-
- /* Release any vertex buffers that might potentially be accessed in
- * successive frames:
+ /* We want to call this function periodically.
+ * Typically, it has nothing to do so it shouldn't be expensive.
*/
- st_flush_bitmap(st);
- st_flush_clear(st);
- util_blit_flush(st->blit);
- util_gen_mipmap_flush(st->gen_mipmap);
+ st_context_free_zombie_objects(st);
- st->pipe->flush( st->pipe, fence );
+ st->pipe->flush(st->pipe, fence, flags);
}
/**
* Flush, and wait for completion.
*/
-void st_finish( struct st_context *st )
+void
+st_finish(struct st_context *st)
{
struct pipe_fence_handle *fence = NULL;
- st_flush(st, &fence);
+ st_flush_bitmap_cache(st);
+ st_flush(st, &fence, PIPE_FLUSH_ASYNC | PIPE_FLUSH_HINT_FINISH);
- if(fence) {
- st->pipe->screen->fence_finish(st->pipe->screen, fence,
+ 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);
}
+
+ st_manager_flush_swapbuffers();
}
/**
* Called via ctx->Driver.Flush()
*/
-static void st_glFlush(struct gl_context *ctx)
+static void
+st_glFlush(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
+ st_flush_bitmap_cache(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, NULL);
+ st_flush(st, NULL, 0);
- if (is_front_buffer_dirty(st)) {
- display_front_buffer(st);
- }
+ st_manager_flush_frontbuffer(st);
}
/**
* Called via ctx->Driver.Finish()
*/
-static void st_glFinish(struct gl_context *ctx)
+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);
+ st_manager_flush_frontbuffer(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;
}
}
-void st_init_flush_functions(struct dd_function_table *functions)
+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);
+}
+
+
+/**
+ * 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);
+ if (status != PIPE_NO_RESET)
+ st_device_reset_callback(st, status);
+ }
+
+ return gl_reset_status_from_pipe_reset_status(status);
+}
+
+
+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;
- /* 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
+ if (screen->get_param(screen, PIPE_CAP_DEVICE_RESET_STATUS_QUERY))
+ functions->GetGraphicsResetStatus = st_get_graphics_reset_status;
}