1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
34 #include "main/glheader.h"
35 #include "main/macros.h"
36 #include "main/context.h"
37 #include "st_context.h"
38 #include "st_cb_bitmap.h"
39 #include "st_cb_flush.h"
40 #include "st_cb_clear.h"
41 #include "st_cb_fbo.h"
42 #include "st_manager.h"
43 #include "pipe/p_context.h"
44 #include "pipe/p_defines.h"
45 #include "pipe/p_screen.h"
46 #include "util/u_gen_mipmap.h"
47 #include "util/u_blit.h"
50 /** Check if we have a front color buffer and if it's been drawn to. */
51 static INLINE GLboolean
52 is_front_buffer_dirty(struct st_context *st)
54 struct gl_framebuffer *fb = st->ctx->DrawBuffer;
55 struct st_renderbuffer *strb
56 = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
57 return strb && strb->defined;
62 * Tell the screen to display the front color buffer on-screen.
65 display_front_buffer(struct st_context *st)
67 struct gl_framebuffer *fb = st->ctx->DrawBuffer;
68 struct st_renderbuffer *strb
69 = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
72 /* Hook for copying "fake" frontbuffer if necessary:
74 st_manager_flush_frontbuffer(st);
79 void st_flush( struct st_context *st,
80 struct pipe_fence_handle **fence )
82 FLUSH_CURRENT(st->ctx, 0);
84 /* Release any vertex buffers that might potentially be accessed in
89 util_blit_flush(st->blit);
90 util_gen_mipmap_flush(st->gen_mipmap);
92 st->pipe->flush( st->pipe, fence );
97 * Flush, and wait for completion.
99 void st_finish( struct st_context *st )
101 struct pipe_fence_handle *fence = NULL;
103 st_flush(st, &fence);
106 st->pipe->screen->fence_finish(st->pipe->screen, fence,
107 PIPE_TIMEOUT_INFINITE);
108 st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL);
115 * Called via ctx->Driver.Flush()
117 static void st_glFlush(struct gl_context *ctx)
119 struct st_context *st = st_context(ctx);
121 /* Don't call st_finish() here. It is not the state tracker's
122 * responsibilty to inject sleeps in the hope of avoiding buffer
123 * synchronization issues. Calling finish() here will just hide
124 * problems that need to be fixed elsewhere.
128 if (is_front_buffer_dirty(st)) {
129 display_front_buffer(st);
135 * Called via ctx->Driver.Finish()
137 static void st_glFinish(struct gl_context *ctx)
139 struct st_context *st = st_context(ctx);
143 if (is_front_buffer_dirty(st)) {
144 display_front_buffer(st);
149 void st_init_flush_functions(struct dd_function_table *functions)
151 functions->Flush = st_glFlush;
152 functions->Finish = st_glFinish;
154 /* Windows opengl32.dll calls glFinish prior to every swapbuffers.
155 * This is unnecessary and degrades performance. Luckily we have some
156 * scope to work around this, as the externally-visible behaviour of
157 * Finish() is identical to Flush() in all cases - no differences in
158 * rendering or ReadPixels are visible if we opt not to wait here.
160 * Only set this up on windows to avoid suprise elsewhere.
162 #ifdef PIPE_OS_WINDOWS
163 functions->Finish = st_glFlush;