/**************************************************************************
- *
+ *
* 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.
* 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.
- *
+ *
**************************************************************************/
/*
#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 "util/u_gen_mipmap.h"
-void st_flush(struct st_context *st,
- struct pipe_fence_handle **fence,
- unsigned flags)
+void
+st_flush(struct st_context *st,
+ struct pipe_fence_handle **fence,
+ unsigned flags)
{
- st_flush_bitmap_cache(st);
+ /* We want to call this function periodically.
+ * Typically, it has nothing to do so it shouldn't be expensive.
+ */
+ st_context_free_zombie_objects(st);
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, 0);
+ st_flush_bitmap_cache(st);
+ st_flush(st, &fence, PIPE_FLUSH_ASYNC | PIPE_FLUSH_HINT_FINISH);
- if(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);
/**
* 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
/**
* 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);
}
+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
*
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);
}
-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)
{
}
-void st_init_flush_functions(struct pipe_screen *screen,
- struct dd_function_table *functions)
+void
+st_init_flush_functions(struct pipe_screen *screen,
+ struct dd_function_table *functions)
{
functions->Flush = st_glFlush;
functions->Finish = st_glFinish;