From: Nicolai Hähnle Date: Wed, 22 Nov 2017 16:52:43 +0000 (+0100) Subject: radeonsi: try flushing unflushed fences in si_fence_finish even when timeout == 0 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=0fed7f83bae7721b9351d45342d6ff528c3e2dc9;p=mesa.git radeonsi: try flushing unflushed fences in si_fence_finish even when timeout == 0 Under certain conditions, waiting on a GL sync objects should act like a flush, regardless of the timeout. Portal 2, CS:GO, and presumably other Source engine games rely on this behavior and hang during loading without this fix. Fixes: bc65dcab3bc4 ("radeonsi: avoid syncing the driver thread in si_fence_finish") Signed-off-by: Marek Olšák Tested-by: Kai Wasserbäch Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103902 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103904 --- diff --git a/src/gallium/drivers/radeonsi/si_fence.c b/src/gallium/drivers/radeonsi/si_fence.c index 9d6bcfe1027..b835ed649ee 100644 --- a/src/gallium/drivers/radeonsi/si_fence.c +++ b/src/gallium/drivers/radeonsi/si_fence.c @@ -191,9 +191,6 @@ static boolean si_fence_finish(struct pipe_screen *screen, int64_t abs_timeout = os_time_get_absolute_timeout(timeout); if (!util_queue_fence_is_signalled(&rfence->ready)) { - if (!timeout) - return false; - if (rfence->tc_token) { /* Ensure that si_flush_from_st will be called for * this fence, but only if we're in the API thread @@ -207,6 +204,9 @@ static boolean si_fence_finish(struct pipe_screen *screen, timeout == 0); } + if (!timeout) + return false; + if (timeout == PIPE_TIMEOUT_INFINITE) { util_queue_fence_wait(&rfence->ready); } else {