/* * Copyright © 2009 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file syncobj.c * Sync object management. * * Unlike textures and other objects that are shared between contexts, sync * objects are not bound to the context. As a result, the reference counting * and delete behavior of sync objects is slightly different. References to * sync objects are added: * * - By \c glFencSynce. This sets the initial reference count to 1. * - At the start of \c glClientWaitSync. The reference is held for the * duration of the wait call. * * References are removed: * * - By \c glDeleteSync. * - At the end of \c glClientWaitSync. * * Additionally, drivers may call \c _mesa_ref_sync_object and * \c _mesa_unref_sync_object as needed to implement \c ServerWaitSync. * * As with shader objects, sync object names become invalid as soon as * \c glDeleteSync is called. For this reason \c glDeleteSync sets the * \c DeletePending flag. All functions validate object handles by testing * this flag. * * \note * Only \c GL_ARB_sync objects are shared between contexts. If support is ever * added for either \c GL_NV_fence or \c GL_APPLE_fence different semantics * will need to be implemented. * * \author Ian Romanick */ #include "glheader.h" #include "imports.h" #include "context.h" #include "macros.h" #include "get.h" #include "dispatch.h" #include "mtypes.h" #if FEATURE_ARB_sync #include "syncobj.h" static struct gl_sync_object * _mesa_new_sync_object(struct gl_context *ctx, GLenum type) { struct gl_sync_object *s = MALLOC_STRUCT(gl_sync_object); (void) ctx; (void) type; return s; } static void _mesa_delete_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj) { (void) ctx; free(syncObj); } static void _mesa_fence_sync(struct gl_context *ctx, struct gl_sync_object *syncObj, GLenum condition, GLbitfield flags) { (void) ctx; (void) condition; (void) flags; syncObj->StatusFlag = 1; } static void _mesa_check_sync(struct gl_context *ctx, struct gl_sync_object *syncObj) { (void) ctx; (void) syncObj; /* No-op for software rendering. Hardware drivers will need to determine * whether the state of the sync object has changed. */ } static void _mesa_wait_sync(struct gl_context *ctx, struct gl_sync_object *syncObj, GLbitfield flags, GLuint64 timeout) { (void) ctx; (void) syncObj; (void) flags; (void) timeout; /* No-op for software rendering. Hardware drivers will need to wait until * the state of the sync object changes or the timeout expires. */ } void _mesa_init_sync_object_functions(struct dd_function_table *driver) { driver->NewSyncObject = _mesa_new_sync_object; driver->FenceSync = _mesa_fence_sync; driver->DeleteSyncObject = _mesa_delete_sync_object; driver->CheckSync = _mesa_check_sync; /* Use the same no-op wait function for both. */ driver->ClientWaitSync = _mesa_wait_sync; driver->ServerWaitSync = _mesa_wait_sync; } void _mesa_init_sync_dispatch(struct _glapi_table *disp) { SET_IsSync(disp, _mesa_IsSync); SET_DeleteSync(disp, _mesa_DeleteSync); SET_FenceSync(disp, _mesa_FenceSync); SET_ClientWaitSync(disp, _mesa_ClientWaitSync); SET_WaitSync(disp, _mesa_WaitSync); SET_GetInteger64v(disp, _mesa_GetInteger64v); SET_GetSynciv(disp, _mesa_GetSynciv); } /** * Allocate/init the context state related to sync objects. */ void _mesa_init_sync(struct gl_context *ctx) { (void) ctx; } /** * Free the context state related to sync objects. */ void _mesa_free_sync_data(struct gl_context *ctx) { (void) ctx; } static int _mesa_validate_sync(struct gl_sync_object *syncObj) { return (syncObj != NULL) && (syncObj->Type == GL_SYNC_FENCE) && !syncObj->DeletePending; } void _mesa_ref_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj) { _glthread_LOCK_MUTEX(ctx->Shared->Mutex); syncObj->RefCount++; _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); } void _mesa_unref_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj) { _glthread_LOCK_MUTEX(ctx->Shared->Mutex); syncObj->RefCount--; if (syncObj->RefCount == 0) { remove_from_list(& syncObj->link); _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); ctx->Driver.DeleteSyncObject(ctx, syncObj); } else { _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); } } GLboolean GLAPIENTRY _mesa_IsSync(GLsync sync) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *const syncObj = (struct gl_sync_object *) sync; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); return _mesa_validate_sync(syncObj) ? GL_TRUE : GL_FALSE; } void GLAPIENTRY _mesa_DeleteSync(GLsync sync) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *const syncObj = (struct gl_sync_object *) sync; ASSERT_OUTSIDE_BEGIN_END(ctx); /* From the GL_ARB_sync spec: * * DeleteSync will silently ignore a value of zero. An * INVALID_VALUE error is generated if is neither zero nor the * name of a sync object. */ if (sync == 0) { return; } if (!_mesa_validate_sync(syncObj)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDeleteSync"); return; } /* If there are no client-waits or server-waits pending on this sync, delete * the underlying object. */ syncObj->DeletePending = GL_TRUE; _mesa_unref_sync_object(ctx, syncObj); } GLsync GLAPIENTRY _mesa_FenceSync(GLenum condition, GLbitfield flags) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *syncObj; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); if (condition != GL_SYNC_GPU_COMMANDS_COMPLETE) { _mesa_error(ctx, GL_INVALID_ENUM, "glFenceSync(condition=0x%x)", condition); return 0; } if (flags != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glFenceSync(flags=0x%x)", condition); return 0; } syncObj = ctx->Driver.NewSyncObject(ctx, GL_SYNC_FENCE); if (syncObj != NULL) { syncObj->Type = GL_SYNC_FENCE; /* The name is not currently used, and it is never visible to * applications. If sync support is extended to provide support for * NV_fence, this field will be used. We'll also need to add an object * ID hashtable. */ syncObj->Name = 1; syncObj->RefCount = 1; syncObj->DeletePending = GL_FALSE; syncObj->SyncCondition = condition; syncObj->Flags = flags; syncObj->StatusFlag = 0; ctx->Driver.FenceSync(ctx, syncObj, condition, flags); _glthread_LOCK_MUTEX(ctx->Shared->Mutex); insert_at_tail(& ctx->Shared->SyncObjects, & syncObj->link); _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); return (GLsync) syncObj; } return NULL; } GLenum GLAPIENTRY _mesa_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *const syncObj = (struct gl_sync_object *) sync; GLenum ret; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_WAIT_FAILED); if (!_mesa_validate_sync(syncObj)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glClientWaitSync"); return GL_WAIT_FAILED; } if ((flags & ~GL_SYNC_FLUSH_COMMANDS_BIT) != 0) { _mesa_error(ctx, GL_INVALID_ENUM, "glClientWaitSync(flags=0x%x)", flags); return GL_WAIT_FAILED; } _mesa_ref_sync_object(ctx, syncObj); /* From the GL_ARB_sync spec: * * ClientWaitSync returns one of four status values. A return value of * ALREADY_SIGNALED indicates that was signaled at the time * ClientWaitSync was called. ALREADY_SIGNALED will always be returned * if was signaled, even if the value of is zero. */ ctx->Driver.CheckSync(ctx, syncObj); if (syncObj->StatusFlag) { ret = GL_ALREADY_SIGNALED; } else { ctx->Driver.ClientWaitSync(ctx, syncObj, flags, timeout); ret = syncObj->StatusFlag ? GL_CONDITION_SATISFIED : GL_TIMEOUT_EXPIRED; } _mesa_unref_sync_object(ctx, syncObj); return ret; } void GLAPIENTRY _mesa_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *const syncObj = (struct gl_sync_object *) sync; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!_mesa_validate_sync(syncObj)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glWaitSync"); return; } if (flags != 0) { _mesa_error(ctx, GL_INVALID_ENUM, "glWaitSync(flags=0x%x)", flags); return; } /* From the GL_ARB_sync spec: * * If the value of is zero, then WaitSync does nothing. */ if (timeout == 0) { return; } ctx->Driver.ServerWaitSync(ctx, syncObj, flags, timeout); } void GLAPIENTRY _mesa_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *const syncObj = (struct gl_sync_object *) sync; GLsizei size = 0; GLint v[1]; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!_mesa_validate_sync(syncObj)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetSynciv"); return; } switch (pname) { case GL_OBJECT_TYPE: v[0] = syncObj->Type; size = 1; break; case GL_SYNC_CONDITION: v[0] = syncObj->SyncCondition; size = 1; break; case GL_SYNC_STATUS: /* Update the state of the sync by dipping into the driver. Note that * this call won't block. It just updates state in the common object * data from the current driver state. */ ctx->Driver.CheckSync(ctx, syncObj); v[0] = (syncObj->StatusFlag) ? GL_SIGNALED : GL_UNSIGNALED; size = 1; break; case GL_SYNC_FLAGS: v[0] = syncObj->Flags; size = 1; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetSynciv(pname=0x%x)\n", pname); return; } if (size > 0) { const GLsizei copy_count = MIN2(size, bufSize); memcpy(values, v, sizeof(GLint) * copy_count); } if (length != NULL) { *length = size; } } #endif /* FEATURE_ARB_sync */