{
struct radeon_winsys *rws = ((struct si_screen*)screen)->ws;
struct si_multi_fence *rfence = (struct si_multi_fence *)fence;
+ struct si_context *sctx;
int64_t abs_timeout = os_time_get_absolute_timeout(timeout);
+ ctx = threaded_context_unwrap_sync(ctx);
+ sctx = (struct si_context*)(ctx ? ctx : NULL);
+
if (!util_queue_fence_is_signalled(&rfence->ready)) {
if (rfence->tc_token) {
/* Ensure that si_flush_from_st will be called for
}
/* Flush the gfx IB if it hasn't been flushed yet. */
- if (ctx && rfence->gfx_unflushed.ctx) {
- struct si_context *sctx;
-
- sctx = (struct si_context *)threaded_context_unwrap_unsync(ctx);
- if (rfence->gfx_unflushed.ctx == sctx &&
- rfence->gfx_unflushed.ib_index == sctx->num_gfx_cs_flushes) {
- /* Section 4.1.2 (Signaling) of the OpenGL 4.6 (Core profile)
- * spec says:
- *
- * "If the sync object being blocked upon will not be
- * signaled in finite time (for example, by an associated
- * fence command issued previously, but not yet flushed to
- * the graphics pipeline), then ClientWaitSync may hang
- * forever. To help prevent this behavior, if
- * ClientWaitSync is called and all of the following are
- * true:
- *
- * * the SYNC_FLUSH_COMMANDS_BIT bit is set in flags,
- * * sync is unsignaled when ClientWaitSync is called,
- * * and the calls to ClientWaitSync and FenceSync were
- * issued from the same context,
- *
- * then the GL will behave as if the equivalent of Flush
- * were inserted immediately after the creation of sync."
- *
- * This means we need to flush for such fences even when we're
- * not going to wait.
- */
- threaded_context_unwrap_sync(ctx);
- si_flush_gfx_cs(sctx,
- (timeout ? 0 : PIPE_FLUSH_ASYNC) |
- RADEON_FLUSH_START_NEXT_GFX_IB_NOW,
- NULL);
- rfence->gfx_unflushed.ctx = NULL;
-
- if (!timeout)
- return false;
+ if (sctx && rfence->gfx_unflushed.ctx == sctx &&
+ rfence->gfx_unflushed.ib_index == sctx->num_gfx_cs_flushes) {
+ /* Section 4.1.2 (Signaling) of the OpenGL 4.6 (Core profile)
+ * spec says:
+ *
+ * "If the sync object being blocked upon will not be
+ * signaled in finite time (for example, by an associated
+ * fence command issued previously, but not yet flushed to
+ * the graphics pipeline), then ClientWaitSync may hang
+ * forever. To help prevent this behavior, if
+ * ClientWaitSync is called and all of the following are
+ * true:
+ *
+ * * the SYNC_FLUSH_COMMANDS_BIT bit is set in flags,
+ * * sync is unsignaled when ClientWaitSync is called,
+ * * and the calls to ClientWaitSync and FenceSync were
+ * issued from the same context,
+ *
+ * then the GL will behave as if the equivalent of Flush
+ * were inserted immediately after the creation of sync."
+ *
+ * This means we need to flush for such fences even when we're
+ * not going to wait.
+ */
+ si_flush_gfx_cs(sctx,
+ (timeout ? 0 : PIPE_FLUSH_ASYNC) |
+ RADEON_FLUSH_START_NEXT_GFX_IB_NOW,
+ NULL);
+ rfence->gfx_unflushed.ctx = NULL;
- /* Recompute the timeout after all that. */
- if (timeout && timeout != PIPE_TIMEOUT_INFINITE) {
- int64_t time = os_time_get_nano();
- timeout = abs_timeout > time ? abs_timeout - time : 0;
- }
+ if (!timeout)
+ return false;
+
+ /* Recompute the timeout after all that. */
+ if (timeout && timeout != PIPE_TIMEOUT_INFINITE) {
+ int64_t time = os_time_get_nano();
+ timeout = abs_timeout > time ? abs_timeout - time : 0;
}
}