#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 "st_manager.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
-#include "pipe/p_winsys.h"
+#include "pipe/p_screen.h"
+#include "util/u_gen_mipmap.h"
+#include "util/u_blit.h"
-void st_flush( struct st_context *st, uint pipeFlushFlags,
- struct pipe_fence_handle **fence )
+/** 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)
{
- FLUSH_VERTICES(st->ctx, 0);
-
- st_flush_bitmap_cache(st);
-
- st->pipe->flush( st->pipe, pipeFlushFlags, fence );
+ struct gl_framebuffer *fb = st->ctx->DrawBuffer;
+ struct st_renderbuffer *strb
+ = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
+ return strb && strb->defined;
}
-static void st_gl_flush( struct st_context *st, uint pipeFlushFlags,
- struct pipe_fence_handle **fence )
+/**
+ * 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 gl_framebuffer *fb = st->ctx->DrawBuffer;
+ struct st_renderbuffer *strb
+ = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
- st_flush_bitmap_cache(st);
+ if (strb) {
+ /* Hook for copying "fake" frontbuffer if necessary:
+ */
+ st_manager_flush_frontbuffer(st);
+ }
+}
- FLUSH_VERTICES(st->ctx, 0);
- if (!fb)
- return;
+void st_flush( struct st_context *st, uint pipeFlushFlags,
+ struct pipe_fence_handle **fence )
+{
+ FLUSH_CURRENT(st->ctx, 0);
- /* XXX: temporary hack. This flag should only be set if we do any
- * rendering to the front buffer.
- *
- * Further more, the scissor rectangle could be tracked to
- * construct a dirty region of the front buffer, to avoid
- * situations where it must be copied repeatedly.
- *
- * In the extreme case, some kind of timer could be set up to allow
- * coalescing of multiple flushes to the frontbuffer, which can be
- * quite a performance drain if there are a sufficient number of
- * them.
+ /* Release any vertex buffers that might potentially be accessed in
+ * successive frames:
*/
- st->flags.frontbuffer_dirty
- = (fb->_ColorDrawBufferMask[0] & BUFFER_BIT_FRONT_LEFT);
-
- if (st->flags.frontbuffer_dirty) {
- struct st_renderbuffer *strb
- = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
- struct pipe_surface *front_surf = strb->surface;
-
- /* If we aren't rendering to the frontbuffer, this is a noop.
- * This should be uncontroversial for glFlush, though people may
- * feel more strongly about glFinish.
- *
- * Additionally, need to make sure that the frontbuffer_dirty
- * flag really gets set on frontbuffer rendering.
- */
- st->pipe->flush( st->pipe, pipeFlushFlags, fence );
+ st_flush_bitmap(st);
+ st_flush_clear(st);
+ util_blit_flush(st->blit);
+ util_gen_mipmap_flush(st->gen_mipmap);
- /* Hook for copying "fake" frontbuffer if necessary:
- */
- st->pipe->winsys->flush_frontbuffer( st->pipe->winsys, front_surf,
- st->pipe->priv );
- st->flags.frontbuffer_dirty = 0;
- }
+ st->pipe->flush( st->pipe, pipeFlushFlags, fence );
}
/**
- * Called via ctx->Driver.Flush()
+ * Flush, and wait for completion.
*/
-static void st_glFlush(GLcontext *ctx)
+void st_finish( struct st_context *st )
{
- st_gl_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
+ 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);
+ }
}
-void st_finish( struct st_context *st )
+
+/**
+ * Called via ctx->Driver.Flush()
+ */
+static void st_glFlush(struct gl_context *ctx)
{
- struct pipe_fence_handle *fence = NULL;
+ struct st_context *st = st_context(ctx);
- st_flush(st, PIPE_FLUSH_RENDER_CACHE, &fence);
+ /* 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);
- st->pipe->winsys->fence_finish(st->pipe->winsys, fence, 0);
- st->pipe->winsys->fence_reference(st->pipe->winsys, &fence, NULL);
+ if (is_front_buffer_dirty(st)) {
+ display_front_buffer(st);
+ }
}
/**
* Called via ctx->Driver.Finish()
*/
-static void st_glFinish(GLcontext *ctx)
+static void st_glFinish(struct gl_context *ctx)
{
- st_finish( ctx->st );
+ struct st_context *st = st_context(ctx);
+
+ st_finish(st);
+
+ if (is_front_buffer_dirty(st)) {
+ display_front_buffer(st);
+ }
}
{
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
}