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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