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Merge pull request #9925 from ameerj/gl-sync-signal

OpenGL: Prefer glClientWaitSync for OGLSync objects
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liamwhite 2023-03-10 13:55:22 -05:00 committed by GitHub
commit 103380134f
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5 changed files with 16 additions and 10 deletions

View file

@ -27,9 +27,7 @@ bool GLInnerFence::IsSignaled() const {
return true;
}
ASSERT(sync_object.handle != 0);
GLint sync_status;
glGetSynciv(sync_object.handle, GL_SYNC_STATUS, 1, nullptr, &sync_status);
return sync_status == GL_SIGNALED;
return sync_object.IsSignaled();
}
void GLInnerFence::Wait() {

View file

@ -621,10 +621,7 @@ bool GraphicsPipeline::IsBuilt() noexcept {
if (built_fence.handle == 0) {
return false;
}
// Timeout of zero means this is non-blocking
const auto sync_status = glClientWaitSync(built_fence.handle, 0, 0);
ASSERT(sync_status != GL_WAIT_FAILED);
is_built = sync_status != GL_TIMEOUT_EXPIRED;
is_built = built_fence.IsSignaled();
return is_built;
}

View file

@ -3,6 +3,7 @@
#include <string_view>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/microprofile.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
@ -158,6 +159,15 @@ void OGLSync::Release() {
handle = 0;
}
bool OGLSync::IsSignaled() const noexcept {
// At least on Nvidia, glClientWaitSync with a timeout of 0
// is faster than glGetSynciv of GL_SYNC_STATUS.
// Timeout of 0 means this check is non-blocking.
const auto sync_status = glClientWaitSync(handle, 0, 0);
ASSERT(sync_status != GL_WAIT_FAILED);
return sync_status != GL_TIMEOUT_EXPIRED;
}
void OGLFramebuffer::Create() {
if (handle != 0)
return;

View file

@ -263,6 +263,9 @@ public:
/// Deletes the internal OpenGL resource
void Release();
/// Checks if the sync has been signaled
bool IsSignaled() const noexcept;
GLsync handle = 0;
};

View file

@ -717,9 +717,7 @@ std::optional<size_t> TextureCacheRuntime::StagingBuffers::FindBuffer(size_t req
continue;
}
if (syncs[index].handle != 0) {
GLint status;
glGetSynciv(syncs[index].handle, GL_SYNC_STATUS, 1, nullptr, &status);
if (status != GL_SIGNALED) {
if (!syncs[index].IsSignaled()) {
continue;
}
syncs[index].Release();