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authorBrian Paul <[email protected]>2016-08-18 10:15:46 -0600
committerBrian Paul <[email protected]>2016-08-26 06:19:52 -0600
commit99d8fe20abe1fe55ea357bfc6f8d9a7af946cfc5 (patch)
treec751e99074a2ebd95a236c695bf0121a4b0bea72 /src/gallium
parent3f51a3f6ac2aad0400e25ef6f772ff9c4b240d5f (diff)
svga: fix vgpu10 query fencing
We don't want to flush the command buffer or sync on the fence when ending a query (that kind of defeats the whole purpose of async queries). Do that instead in get_query_result(). Tested with Piglit, arbocclude, Sauerbraten game, Nobel Clinician Viewer, ETQW. Reviewed-by: Charmaine Lee <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/svga/svga_pipe_query.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/gallium/drivers/svga/svga_pipe_query.c b/src/gallium/drivers/svga/svga_pipe_query.c
index 33822e6e5ca..f09590aa0ee 100644
--- a/src/gallium/drivers/svga/svga_pipe_query.c
+++ b/src/gallium/drivers/svga/svga_pipe_query.c
@@ -610,7 +610,6 @@ begin_query_vgpu10(struct svga_context *svga, struct svga_query *sq)
static enum pipe_error
end_query_vgpu10(struct svga_context *svga, struct svga_query *sq)
{
- struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
enum pipe_error ret = PIPE_OK;
if (svga->rebind.flags.query) {
@@ -623,15 +622,6 @@ end_query_vgpu10(struct svga_context *svga, struct svga_query *sq)
ret = SVGA3D_vgpu10_EndQuery(svga->swc, sq->id);
}
- /* Finish fence is copied here from get_query_result_vgpu10. This helps
- * with cases where svga_begin_query might be called again before
- * svga_get_query_result, such as GL_TIME_ELAPSED.
- */
- if (!sq->fence) {
- svga_context_flush(svga, &sq->fence);
- }
- sws->fence_finish(sws, sq->fence, SVGA_FENCE_FLAG_QUERY);
-
return ret;
}
@@ -648,7 +638,17 @@ get_query_result_vgpu10(struct svga_context *svga, struct svga_query *sq,
sws->query_get_result(sws, sq->gb_query, sq->offset, &queryState, result, resultLen);
- if (queryState == SVGA3D_QUERYSTATE_PENDING) {
+ if (queryState == SVGA3D_QUERYSTATE_NEW && !sq->fence) {
+ /* The query hasn't been submitted yet. We need to submit it now
+ * since the GL spec says "Querying the state for a given occlusion
+ * query forces that occlusion query to complete within a finite amount
+ * of time."
+ */
+ svga_context_flush(svga, &sq->fence);
+ }
+
+ if (queryState == SVGA3D_QUERYSTATE_PENDING ||
+ queryState == SVGA3D_QUERYSTATE_NEW) {
if (!wait)
return FALSE;
sws->fence_finish(sws, sq->fence, SVGA_FENCE_FLAG_QUERY);