suyu/src/video_core/renderer_opengl/gl_fence_manager.cpp
ReinUsesLisp 891236124c buffer_cache: Use boost::intrusive::set for caching
Instead of using boost::icl::interval_map for caching, use
boost::intrusive::set. interval_map is intended as a container where the
keys can overlap with one another; we don't need this for caching
buffers and a std::set-like data structure that allows us to search with
lower_bound is enough.
2020-05-21 16:44:00 -03:00

73 lines
2.1 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "video_core/renderer_opengl/gl_buffer_cache.h"
#include "video_core/renderer_opengl/gl_fence_manager.h"
namespace OpenGL {
GLInnerFence::GLInnerFence(u32 payload, bool is_stubbed)
: VideoCommon::FenceBase(payload, is_stubbed), sync_object{} {}
GLInnerFence::GLInnerFence(GPUVAddr address, u32 payload, bool is_stubbed)
: VideoCommon::FenceBase(address, payload, is_stubbed), sync_object{} {}
GLInnerFence::~GLInnerFence() = default;
void GLInnerFence::Queue() {
if (is_stubbed) {
return;
}
ASSERT(sync_object.handle == 0);
sync_object.Create();
}
bool GLInnerFence::IsSignaled() const {
if (is_stubbed) {
return true;
}
ASSERT(sync_object.handle != 0);
GLsizei length;
GLint sync_status;
glGetSynciv(sync_object.handle, GL_SYNC_STATUS, sizeof(GLint), &length, &sync_status);
return sync_status == GL_SIGNALED;
}
void GLInnerFence::Wait() {
if (is_stubbed) {
return;
}
ASSERT(sync_object.handle != 0);
glClientWaitSync(sync_object.handle, 0, GL_TIMEOUT_IGNORED);
}
FenceManagerOpenGL::FenceManagerOpenGL(Core::System& system,
VideoCore::RasterizerInterface& rasterizer,
TextureCacheOpenGL& texture_cache,
OGLBufferCache& buffer_cache, QueryCache& query_cache)
: GenericFenceManager(system, rasterizer, texture_cache, buffer_cache, query_cache) {}
Fence FenceManagerOpenGL::CreateFence(u32 value, bool is_stubbed) {
return std::make_shared<GLInnerFence>(value, is_stubbed);
}
Fence FenceManagerOpenGL::CreateFence(GPUVAddr addr, u32 value, bool is_stubbed) {
return std::make_shared<GLInnerFence>(addr, value, is_stubbed);
}
void FenceManagerOpenGL::QueueFence(Fence& fence) {
fence->Queue();
}
bool FenceManagerOpenGL::IsFenceSignaled(Fence& fence) const {
return fence->IsSignaled();
}
void FenceManagerOpenGL::WaitFence(Fence& fence) {
fence->Wait();
}
} // namespace OpenGL