| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| // Fence.cpp: Implements the Fence class, which supports the GL_NV_fence extension. | |
| #include "Fence.h" | |
| #include "main.h" | |
| #include "Common/Thread.hpp" | |
| namespace es2 | |
| { | |
| Fence::Fence() | |
| { | |
| mQuery = false; | |
| mCondition = GL_NONE; | |
| mStatus = GL_FALSE; | |
| } | |
| Fence::~Fence() | |
| { | |
| mQuery = false; | |
| } | |
| GLboolean Fence::isFence() | |
| { | |
| // GL_NV_fence spec: | |
| // A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence. | |
| return mQuery; | |
| } | |
| void Fence::setFence(GLenum condition) | |
| { | |
| if(condition != GL_ALL_COMPLETED_NV) | |
| { | |
| return error(GL_INVALID_VALUE); | |
| } | |
| mQuery = true; | |
| mCondition = condition; | |
| mStatus = GL_FALSE; | |
| } | |
| GLboolean Fence::testFence() | |
| { | |
| if(!mQuery) | |
| { | |
| return error(GL_INVALID_OPERATION, GL_TRUE); | |
| } | |
| // The current assumtion is that no matter where the fence is placed, it is | |
| // done by the time it is tested, which is similar to Context::flush(), since | |
| // we don't queue anything without processing it as fast as possible. | |
| mStatus = GL_TRUE; | |
| return mStatus; | |
| } | |
| void Fence::finishFence() | |
| { | |
| if(!mQuery) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| while(!testFence()) | |
| { | |
| sw::Thread::yield(); | |
| } | |
| } | |
| void Fence::getFenceiv(GLenum pname, GLint *params) | |
| { | |
| if(!mQuery) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| switch(pname) | |
| { | |
| case GL_FENCE_STATUS_NV: | |
| { | |
| // GL_NV_fence spec: | |
| // Once the status of a fence has been finished (via FinishFenceNV) or tested and the returned status is TRUE (via either TestFenceNV | |
| // or GetFenceivNV querying the FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence. | |
| if(mStatus) | |
| { | |
| params[0] = GL_TRUE; | |
| return; | |
| } | |
| mStatus = testFence(); | |
| params[0] = mStatus; | |
| break; | |
| } | |
| case GL_FENCE_CONDITION_NV: | |
| params[0] = mCondition; | |
| break; | |
| default: | |
| return error(GL_INVALID_ENUM); | |
| break; | |
| } | |
| } | |
| FenceSync::FenceSync(GLuint name, GLenum condition, GLbitfield flags) : NamedObject(name), mCondition(condition), mFlags(flags) | |
| { | |
| } | |
| FenceSync::~FenceSync() | |
| { | |
| } | |
| GLenum FenceSync::clientWait(GLbitfield flags, GLuint64 timeout) | |
| { | |
| // The current assumtion is that no matter where the fence is placed, it is | |
| // done by the time it is tested, which is similar to Context::flush(), since | |
| // we don't queue anything without processing it as fast as possible. | |
| return GL_ALREADY_SIGNALED; | |
| } | |
| void FenceSync::serverWait(GLbitfield flags, GLuint64 timeout) | |
| { | |
| } | |
| void FenceSync::getSynciv(GLenum pname, GLsizei *length, GLint *values) | |
| { | |
| switch(pname) | |
| { | |
| case GL_OBJECT_TYPE: | |
| values[0] = GL_SYNC_FENCE; | |
| if(length) { | |
| *length = 1; | |
| } | |
| break; | |
| case GL_SYNC_STATUS: | |
| // The current assumtion is that no matter where the fence is placed, it is | |
| // done by the time it is tested, which is similar to Context::flush(), since | |
| // we don't queue anything without processing it as fast as possible. | |
| values[0] = GL_SIGNALED; | |
| if(length) { | |
| *length = 1; | |
| } | |
| break; | |
| case GL_SYNC_CONDITION: | |
| values[0] = GL_SYNC_GPU_COMMANDS_COMPLETE; | |
| if(length) { | |
| *length = 1; | |
| } | |
| break; | |
| case GL_SYNC_FLAGS: | |
| if(length) { | |
| *length = 0; | |
| } | |
| break; | |
| default: | |
| return error(GL_INVALID_ENUM); | |
| } | |
| } | |
| } |