Mesa (master): svga: fix vgpu10 query fencing

Brian Paul brianp at kemper.freedesktop.org
Fri Aug 26 13:39:02 UTC 2016


Module: Mesa
Branch: master
Commit: 99d8fe20abe1fe55ea357bfc6f8d9a7af946cfc5
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=99d8fe20abe1fe55ea357bfc6f8d9a7af946cfc5

Author: Brian Paul <brianp at vmware.com>
Date:   Thu Aug 18 10:15:46 2016 -0600

svga: fix vgpu10 query fencing

We don't want to flush the command buffer or sync on the fence when ending
a query (that kind of defeats the whole purpose of async queries).  Do that
instead in get_query_result().

Tested with Piglit, arbocclude, Sauerbraten game, Nobel Clinician Viewer,
ETQW.

Reviewed-by: Charmaine Lee <charmainel at vmware.com>

---

 src/gallium/drivers/svga/svga_pipe_query.c | 22 +++++++++++-----------
 1 file changed, 11 insertions(+), 11 deletions(-)

diff --git a/src/gallium/drivers/svga/svga_pipe_query.c b/src/gallium/drivers/svga/svga_pipe_query.c
index 33822e6..f09590a 100644
--- a/src/gallium/drivers/svga/svga_pipe_query.c
+++ b/src/gallium/drivers/svga/svga_pipe_query.c
@@ -610,7 +610,6 @@ begin_query_vgpu10(struct svga_context *svga, struct svga_query *sq)
 static enum pipe_error
 end_query_vgpu10(struct svga_context *svga, struct svga_query *sq)
 {
-   struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
    enum pipe_error ret = PIPE_OK;
 
    if (svga->rebind.flags.query) {
@@ -623,15 +622,6 @@ end_query_vgpu10(struct svga_context *svga, struct svga_query *sq)
       ret = SVGA3D_vgpu10_EndQuery(svga->swc, sq->id);
    }
 
-   /* Finish fence is copied here from get_query_result_vgpu10. This helps
-    * with cases where svga_begin_query might be called again before
-    * svga_get_query_result, such as GL_TIME_ELAPSED.
-    */
-   if (!sq->fence) {
-      svga_context_flush(svga, &sq->fence);
-   }
-   sws->fence_finish(sws, sq->fence, SVGA_FENCE_FLAG_QUERY);
-
    return ret;
 }
 
@@ -648,7 +638,17 @@ get_query_result_vgpu10(struct svga_context *svga, struct svga_query *sq,
 
    sws->query_get_result(sws, sq->gb_query, sq->offset, &queryState, result, resultLen);
 
-   if (queryState == SVGA3D_QUERYSTATE_PENDING) {
+   if (queryState == SVGA3D_QUERYSTATE_NEW && !sq->fence) {
+      /* The query hasn't been submitted yet.  We need to submit it now
+       * since the GL spec says "Querying the state for a given occlusion
+       * query forces that occlusion query to complete within a finite amount
+       * of time."
+       */
+      svga_context_flush(svga, &sq->fence);
+   }
+
+   if (queryState == SVGA3D_QUERYSTATE_PENDING ||
+       queryState == SVGA3D_QUERYSTATE_NEW) {
       if (!wait)
          return FALSE;
       sws->fence_finish(sws, sq->fence, SVGA_FENCE_FLAG_QUERY);




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