static bool MUST_CHECK
brw_fence_insert_locked(struct brw_context *brw, struct brw_fence *fence)
{
+ __DRIcontext *driContext = brw->driContext;
+ __DRIdrawable *driDrawable = driContext->driDrawablePriv;
+
+ /*
+ * From KHR_fence_sync:
+ *
+ * When the condition of the sync object is satisfied by the fence
+ * command, the sync is signaled by the associated client API context,
+ * causing any eglClientWaitSyncKHR commands (see below) blocking on
+ * <sync> to unblock. The only condition currently supported is
+ * EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR, which is satisfied by
+ * completion of the fence command corresponding to the sync object,
+ * and all preceding commands in the associated client API context's
+ * command stream. The sync object will not be signaled until all
+ * effects from these commands on the client API's internal and
+ * framebuffer state are fully realized. No other state is affected by
+ * execution of the fence command.
+ *
+ * Note the emphasis there on ensuring that the framebuffer is fully
+ * realised before the fence is signaled. We cannot just flush the batch,
+ * but must also resolve the drawable first. The importance of this is,
+ * for example, in creating a fence for a frame to be passed to a
+ * remote compositor. Without us flushing the drawable explicitly, the
+ * resolve will be in a following batch (when the client finally calls
+ * SwapBuffers, or triggers a resolve via some other path) and so the
+ * compositor may read the incomplete framebuffer instead.
+ */
+ if (driDrawable)
+ intel_resolve_for_dri2_flush(brw, driDrawable);
brw_emit_mi_flush(brw);
switch (fence->type) {
struct brw_context *brw = brw_context(ctx);
struct brw_gl_sync *sync = (struct brw_gl_sync *) _sync;
+ /* brw_fence_insert_locked() assumes it must do a complete flush */
+ assert(condition == GL_SYNC_GPU_COMMANDS_COMPLETE);
+
brw_fence_init(brw, &sync->fence, BRW_FENCE_TYPE_BO_WAIT);
if (!brw_fence_insert_locked(brw, &sync->fence)) {