/* * 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 #include "glheader.h" #include "imports.h" #include "context.h" #include "macros.h" #include "get.h" #include "dispatch.h" #include "mtypes.h" #include "util/hash_table.h" #include "util/set.h" #include "syncobj.h" static struct gl_sync_object * _mesa_new_sync_object(struct gl_context *ctx) { struct gl_sync_object *s = CALLOC_STRUCT(gl_sync_object); (void) ctx; return s; } static void _mesa_delete_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj) { (void) ctx; free(syncObj->Label); 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; } /** * 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; } /** * Check if the given sync object is: * - non-null * - not in sync objects hash table * - not marked as deleted * * Returns the internal gl_sync_object pointer if the sync object is valid * or NULL if it isn't. * * If "incRefCount" is true, the reference count is incremented, which is * normally what you want; otherwise, a glDeleteSync from another thread * could delete the sync object while you are still working on it. */ struct gl_sync_object * _mesa_get_and_ref_sync(struct gl_context *ctx, GLsync sync, bool incRefCount) { struct gl_sync_object *syncObj = (struct gl_sync_object *) sync; simple_mtx_lock(&ctx->Shared->Mutex); if (syncObj != NULL && _mesa_set_search(ctx->Shared->SyncObjects, syncObj) != NULL && !syncObj->DeletePending) { if (incRefCount) { syncObj->RefCount++; } } else { syncObj = NULL; } simple_mtx_unlock(&ctx->Shared->Mutex); return syncObj; } void _mesa_unref_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj, int amount) { struct set_entry *entry; simple_mtx_lock(&ctx->Shared->Mutex); syncObj->RefCount -= amount; if (syncObj->RefCount == 0) { entry = _mesa_set_search(ctx->Shared->SyncObjects, syncObj); assert (entry != NULL); _mesa_set_remove(ctx->Shared->SyncObjects, entry); simple_mtx_unlock(&ctx->Shared->Mutex); ctx->Driver.DeleteSyncObject(ctx, syncObj); } else { simple_mtx_unlock(&ctx->Shared->Mutex); } } GLboolean GLAPIENTRY _mesa_IsSync(GLsync sync) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); return _mesa_get_and_ref_sync(ctx, sync, false) ? GL_TRUE : GL_FALSE; } static ALWAYS_INLINE void delete_sync(struct gl_context *ctx, GLsync sync, bool no_error) { struct gl_sync_object *syncObj; /* 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; } syncObj = _mesa_get_and_ref_sync(ctx, sync, true); if (!no_error && !syncObj) { _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteSync (not a valid sync object)"); return; } /* If there are no client-waits or server-waits pending on this sync, delete * the underlying object. Note that we double-unref the object, as * _mesa_get_and_ref_sync above took an extra refcount to make sure the * pointer is valid for us to manipulate. */ syncObj->DeletePending = GL_TRUE; _mesa_unref_sync_object(ctx, syncObj, 2); } void GLAPIENTRY _mesa_DeleteSync_no_error(GLsync sync) { GET_CURRENT_CONTEXT(ctx); delete_sync(ctx, sync, true); } void GLAPIENTRY _mesa_DeleteSync(GLsync sync) { GET_CURRENT_CONTEXT(ctx); delete_sync(ctx, sync, false); } static GLsync fence_sync(struct gl_context *ctx, GLenum condition, GLbitfield flags) { struct gl_sync_object *syncObj; syncObj = ctx->Driver.NewSyncObject(ctx); if (syncObj != NULL) { /* 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); simple_mtx_lock(&ctx->Shared->Mutex); _mesa_set_add(ctx->Shared->SyncObjects, syncObj); simple_mtx_unlock(&ctx->Shared->Mutex); return (GLsync)syncObj; } return NULL; } GLsync GLAPIENTRY _mesa_FenceSync_no_error(GLenum condition, GLbitfield flags) { GET_CURRENT_CONTEXT(ctx); return fence_sync(ctx, condition, flags); } GLsync GLAPIENTRY _mesa_FenceSync(GLenum condition, GLbitfield flags) { GET_CURRENT_CONTEXT(ctx); 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; } return fence_sync(ctx, condition, flags); } static GLenum client_wait_sync(struct gl_context *ctx, struct gl_sync_object *syncObj, GLbitfield flags, GLuint64 timeout) { GLenum ret; /* 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 { if (timeout == 0) { ret = GL_TIMEOUT_EXPIRED; } else { ctx->Driver.ClientWaitSync(ctx, syncObj, flags, timeout); ret = syncObj->StatusFlag ? GL_CONDITION_SATISFIED : GL_TIMEOUT_EXPIRED; } } _mesa_unref_sync_object(ctx, syncObj, 1); return ret; } GLenum GLAPIENTRY _mesa_ClientWaitSync_no_error(GLsync sync, GLbitfield flags, GLuint64 timeout) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *syncObj = _mesa_get_and_ref_sync(ctx, sync, true); return client_wait_sync(ctx, syncObj, flags, timeout); } GLenum GLAPIENTRY _mesa_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *syncObj; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_WAIT_FAILED); if ((flags & ~GL_SYNC_FLUSH_COMMANDS_BIT) != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClientWaitSync(flags=0x%x)", flags); return GL_WAIT_FAILED; } syncObj = _mesa_get_and_ref_sync(ctx, sync, true); if (!syncObj) { _mesa_error(ctx, GL_INVALID_VALUE, "glClientWaitSync (not a valid sync object)"); return GL_WAIT_FAILED; } return client_wait_sync(ctx, syncObj, flags, timeout); } static void wait_sync(struct gl_context *ctx, struct gl_sync_object *syncObj, GLbitfield flags, GLuint64 timeout) { ctx->Driver.ServerWaitSync(ctx, syncObj, flags, timeout); _mesa_unref_sync_object(ctx, syncObj, 1); } void GLAPIENTRY _mesa_WaitSync_no_error(GLsync sync, GLbitfield flags, GLuint64 timeout) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *syncObj = _mesa_get_and_ref_sync(ctx, sync, true); wait_sync(ctx, syncObj, flags, timeout); } void GLAPIENTRY _mesa_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { GET_CURRENT_CONTEXT(ctx); struct gl_sync_object *syncObj; if (flags != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glWaitSync(flags=0x%x)", flags); return; } if (timeout != GL_TIMEOUT_IGNORED) { _mesa_error(ctx, GL_INVALID_VALUE, "glWaitSync(timeout=0x%" PRIx64 ")", (uint64_t) timeout); return; } syncObj = _mesa_get_and_ref_sync(ctx, sync, true); if (!syncObj) { _mesa_error(ctx, GL_INVALID_VALUE, "glWaitSync (not a valid sync object)"); return; } wait_sync(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 *syncObj; GLsizei size = 0; GLint v[1]; syncObj = _mesa_get_and_ref_sync(ctx, sync, true); if (!syncObj) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetSynciv (not a valid sync object)"); return; } switch (pname) { case GL_OBJECT_TYPE: v[0] = GL_SYNC_FENCE; 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); _mesa_unref_sync_object(ctx, syncObj, 1); return; } /* Section 4.1.3 (Sync Object Queries) of the OpenGL ES 3.10 spec says: * * "An INVALID_VALUE error is generated if bufSize is negative." */ if (bufSize < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetSynciv(pname=0x%x)\n", pname); } if (size > 0 && bufSize > 0) { const GLsizei copy_count = MIN2(size, bufSize); memcpy(values, v, sizeof(GLint) * copy_count); } if (length != NULL) { *length = size; } _mesa_unref_sync_object(ctx, syncObj, 1); }