render/gles2: implement explicit sync API

master
Simon Ser 1 year ago
parent 19ffbfe356
commit d2374b3e4e

@ -138,6 +138,8 @@ struct wlr_gles2_render_pass {
float projection_matrix[9];
struct wlr_egl_context prev_ctx;
struct wlr_gles2_render_timer *timer;
struct wlr_drm_syncobj_timeline *signal_timeline;
uint64_t signal_point;
};
bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
@ -169,6 +171,7 @@ void push_gles2_debug_(struct wlr_gles2_renderer *renderer,
void pop_gles2_debug(struct wlr_gles2_renderer *renderer);
struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer);
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer,
struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point);
#endif

@ -2,8 +2,11 @@
#include <assert.h>
#include <pixman.h>
#include <time.h>
#include <unistd.h>
#include <wlr/render/drm_syncobj.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/transform.h>
#include "render/egl.h"
#include "render/gles2.h"
#include "types/wlr_matrix.h"
@ -21,6 +24,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
struct wlr_gles2_render_timer *timer = pass->timer;
bool ok = false;
push_gles2_debug(renderer);
@ -36,16 +40,40 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
clock_gettime(CLOCK_MONOTONIC, &timer->cpu_end);
}
glFlush();
if (pass->signal_timeline != NULL) {
EGLSyncKHR sync = wlr_egl_create_sync(renderer->egl, -1);
if (sync == EGL_NO_SYNC_KHR) {
goto out;
}
int sync_file_fd = wlr_egl_dup_fence_fd(renderer->egl, sync);
wlr_egl_destroy_sync(renderer->egl, sync);
if (sync_file_fd < 0) {
goto out;
}
bool ok = wlr_drm_syncobj_timeline_import_sync_file(pass->signal_timeline, pass->signal_point, sync_file_fd);
close(sync_file_fd);
if (!ok) {
goto out;
}
} else {
glFlush();
}
ok = true;
out:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
pop_gles2_debug(renderer);
wlr_egl_restore_context(&pass->prev_ctx);
wlr_drm_syncobj_timeline_unref(pass->signal_timeline);
wlr_buffer_unlock(pass->buffer->buffer);
free(pass);
return true;
return ok;
}
static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLint attrib) {
@ -175,6 +203,27 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
src_fbox.height /= options->texture->height;
push_gles2_debug(renderer);
if (options->wait_timeline != NULL) {
int sync_file_fd =
wlr_drm_syncobj_timeline_export_sync_file(options->wait_timeline, options->wait_point);
if (sync_file_fd < 0) {
return;
}
EGLSyncKHR sync = wlr_egl_create_sync(renderer->egl, sync_file_fd);
close(sync_file_fd);
if (sync == EGL_NO_SYNC_KHR) {
return;
}
bool ok = wlr_egl_wait_sync(renderer->egl, sync);
wlr_egl_destroy_sync(renderer->egl, sync);
if (!ok) {
return;
}
}
setup_blending(!texture->has_alpha && alpha == 1.0 ?
WLR_RENDER_BLEND_MODE_NONE : options->blend_mode);
@ -247,7 +296,8 @@ static const char *reset_status_str(GLenum status) {
}
struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer) {
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer,
struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point) {
struct wlr_gles2_renderer *renderer = buffer->renderer;
struct wlr_buffer *wlr_buffer = buffer->buffer;
@ -275,6 +325,10 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
pass->buffer = buffer;
pass->timer = timer;
pass->prev_ctx = *prev_ctx;
if (signal_timeline != NULL) {
pass->signal_timeline = wlr_drm_syncobj_timeline_ref(signal_timeline);
pass->signal_point = signal_point;
}
matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);

@ -259,7 +259,8 @@ static struct wlr_render_pass *gles2_begin_buffer_pass(struct wlr_renderer *wlr_
return NULL;
}
struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer, &prev_ctx, timer);
struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer,
&prev_ctx, timer, options->signal_timeline, options->signal_point);
if (!pass) {
return NULL;
}
@ -683,6 +684,9 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
get_gles2_shm_formats(renderer, &renderer->shm_texture_formats);
renderer->wlr_renderer.features.timeline =
egl->procs.eglDupNativeFenceFDANDROID && egl->procs.eglWaitSyncKHR;
return &renderer->wlr_renderer;
error:

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