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//
// Copyright 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Fence11.cpp: Defines the rx::FenceNV11 and rx::Sync11 classes which implement
// rx::FenceNVImpl and rx::SyncImpl.
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
namespace rx
{
//
// Template helpers for set and test operations.
//
template <class FenceClass>
angle::Result FenceSetHelper(const gl::Context *context, FenceClass *fence)
{
if (!fence->mQuery)
{
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
Context11 *context11 = GetImplAs<Context11>(context);
HRESULT result = fence->mRenderer->getDevice()->CreateQuery(&queryDesc, &fence->mQuery);
ANGLE_TRY_HR(context11, result, "Failed to create event query");
}
fence->mRenderer->getDeviceContext()->End(fence->mQuery);
return angle::Result::Continue;
}
template <class FenceClass>
angle::Result FenceTestHelper(const gl::Context *context,
FenceClass *fence,
bool flushCommandBuffer,
GLboolean *outFinished)
{
ASSERT(fence->mQuery);
UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
Context11 *context11 = GetImplAs<Context11>(context);
HRESULT result =
fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, nullptr, 0, getDataFlags);
ANGLE_TRY_HR(context11, result, "Failed to get query data");
ASSERT(result == S_OK || result == S_FALSE);
*outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE);
return angle::Result::Continue;
}
//
// FenceNV11
//
FenceNV11::FenceNV11(Renderer11 *renderer) : FenceNVImpl(), mRenderer(renderer), mQuery(nullptr) {}
FenceNV11::~FenceNV11()
{
SafeRelease(mQuery);
}
angle::Result FenceNV11::set(const gl::Context *context, GLenum condition)
{
return FenceSetHelper(context, this);
}
angle::Result FenceNV11::test(const gl::Context *context, GLboolean *outFinished)
{
return FenceTestHelper(context, this, true, outFinished);
}
angle::Result FenceNV11::finish(const gl::Context *context)
{
GLboolean finished = GL_FALSE;
int loopCount = 0;
while (finished != GL_TRUE)
{
loopCount++;
ANGLE_TRY(FenceTestHelper(context, this, true, &finished));
bool checkDeviceLost = (loopCount % kPollingD3DDeviceLostCheckFrequency) == 0;
if (checkDeviceLost && mRenderer->testDeviceLost())
{
ANGLE_TRY_HR(GetImplAs<Context11>(context), DXGI_ERROR_DRIVER_INTERNAL_ERROR,
"Device was lost while querying result of an event query.");
}
ScheduleYield();
}
return angle::Result::Continue;
}
//
// Sync11
//
// Important note on accurate timers in Windows:
//
// QueryPerformanceCounter has a few major issues, including being 10x as expensive to call
// as timeGetTime on laptops and "jumping" during certain hardware events.
//
// See the comments at the top of the Chromium source file "chromium/src/base/time/time_win.cc"
//
// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
// from buggy implementations.
Sync11::Sync11(Renderer11 *renderer) : SyncImpl(), mRenderer(renderer), mQuery(nullptr)
{
LARGE_INTEGER counterFreqency = {};
BOOL success = QueryPerformanceFrequency(&counterFreqency);
ASSERT(success);
mCounterFrequency = counterFreqency.QuadPart;
}
Sync11::~Sync11()
{
SafeRelease(mQuery);
}
angle::Result Sync11::set(const gl::Context *context, GLenum condition, GLbitfield flags)
{
ASSERT(condition == GL_SYNC_GPU_COMMANDS_COMPLETE && flags == 0);
return FenceSetHelper(context, this);
}
angle::Result Sync11::clientWait(const gl::Context *context,
GLbitfield flags,
GLuint64 timeout,
GLenum *outResult)
{
ASSERT(outResult);
bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
*outResult = GL_WAIT_FAILED;
GLboolean result = GL_FALSE;
ANGLE_TRY(FenceTestHelper(context, this, flushCommandBuffer, &result));
if (result == GL_TRUE)
{
*outResult = GL_ALREADY_SIGNALED;
return angle::Result::Continue;
}
if (timeout == 0)
{
*outResult = GL_TIMEOUT_EXPIRED;
return angle::Result::Continue;
}
LARGE_INTEGER currentCounter = {};
BOOL success = QueryPerformanceCounter(¤tCounter);
ASSERT(success);
LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout / 1000000000ull);
LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
// Extremely unlikely, but if mCounterFrequency is large enough, endCounter can wrap
if (endCounter < currentCounter.QuadPart)
{
endCounter = MAXLONGLONG;
}
int loopCount = 0;
while (currentCounter.QuadPart < endCounter && !result)
{
loopCount++;
ScheduleYield();
success = QueryPerformanceCounter(¤tCounter);
ASSERT(success);
*outResult = GL_WAIT_FAILED;
ANGLE_TRY(FenceTestHelper(context, this, flushCommandBuffer, &result));
bool checkDeviceLost = (loopCount % kPollingD3DDeviceLostCheckFrequency) == 0;
if (checkDeviceLost && mRenderer->testDeviceLost())
{
*outResult = GL_WAIT_FAILED;
ANGLE_TRY_HR(GetImplAs<Context11>(context), DXGI_ERROR_DRIVER_INTERNAL_ERROR,
"Device was lost while querying result of an event query.");
}
}
if (currentCounter.QuadPart >= endCounter)
{
*outResult = GL_TIMEOUT_EXPIRED;
}
else
{
*outResult = GL_CONDITION_SATISFIED;
}
return angle::Result::Continue;
}
angle::Result Sync11::serverWait(const gl::Context *context, GLbitfield flags, GLuint64 timeout)
{
// Because our API is currently designed to be called from a single thread, we don't need to do
// extra work for a server-side fence. GPU commands issued after the fence is created will
// always be processed after the fence is signaled.
return angle::Result::Continue;
}
angle::Result Sync11::getStatus(const gl::Context *context, GLint *outResult)
{
GLboolean result = GL_FALSE;
// The spec does not specify any way to report errors during the status test (e.g. device
// lost) so we report the fence is unblocked in case of error or signaled.
*outResult = GL_SIGNALED;
ANGLE_TRY(FenceTestHelper(context, this, false, &result));
*outResult = (result ? GL_SIGNALED : GL_UNSIGNALED);
return angle::Result::Continue;
}
} // namespace rx