99ceb03a1c
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
71 lines
2 KiB
C++
71 lines
2 KiB
C++
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/assert.h"
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#include <glad/glad.h>
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#include "video_core/renderer_opengl/gl_buffer_cache.h"
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#include "video_core/renderer_opengl/gl_fence_manager.h"
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namespace OpenGL {
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GLInnerFence::GLInnerFence(u32 payload_, bool is_stubbed_) : FenceBase{payload_, is_stubbed_} {}
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GLInnerFence::GLInnerFence(GPUVAddr address_, u32 payload_, bool is_stubbed_)
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: FenceBase{address_, payload_, is_stubbed_} {}
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GLInnerFence::~GLInnerFence() = default;
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void GLInnerFence::Queue() {
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if (is_stubbed) {
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return;
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}
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ASSERT(sync_object.handle == 0);
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sync_object.Create();
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}
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bool GLInnerFence::IsSignaled() const {
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if (is_stubbed) {
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return true;
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}
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ASSERT(sync_object.handle != 0);
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GLint sync_status;
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glGetSynciv(sync_object.handle, GL_SYNC_STATUS, 1, nullptr, &sync_status);
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return sync_status == GL_SIGNALED;
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}
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void GLInnerFence::Wait() {
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if (is_stubbed) {
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return;
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}
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ASSERT(sync_object.handle != 0);
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glClientWaitSync(sync_object.handle, 0, GL_TIMEOUT_IGNORED);
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}
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FenceManagerOpenGL::FenceManagerOpenGL(VideoCore::RasterizerInterface& rasterizer_,
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Tegra::GPU& gpu_, TextureCache& texture_cache_,
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BufferCache& buffer_cache_, QueryCache& query_cache_)
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: GenericFenceManager{rasterizer_, gpu_, texture_cache_, buffer_cache_, query_cache_} {}
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Fence FenceManagerOpenGL::CreateFence(u32 value, bool is_stubbed) {
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return std::make_shared<GLInnerFence>(value, is_stubbed);
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}
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Fence FenceManagerOpenGL::CreateFence(GPUVAddr addr, u32 value, bool is_stubbed) {
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return std::make_shared<GLInnerFence>(addr, value, is_stubbed);
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}
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void FenceManagerOpenGL::QueueFence(Fence& fence) {
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fence->Queue();
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}
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bool FenceManagerOpenGL::IsFenceSignaled(Fence& fence) const {
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return fence->IsSignaled();
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}
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void FenceManagerOpenGL::WaitFence(Fence& fence) {
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fence->Wait();
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}
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} // namespace OpenGL
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