From 0fed7f83bae7721b9351d45342d6ff528c3e2dc9 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Nicolai=20H=C3=A4hnle?= Date: Wed, 22 Nov 2017 17:52:43 +0100 Subject: [PATCH] radeonsi: try flushing unflushed fences in si_fence_finish even when timeout == 0 MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Under certain conditions, waiting on a GL sync objects should act like a flush, regardless of the timeout. Portal 2, CS:GO, and presumably other Source engine games rely on this behavior and hang during loading without this fix. Fixes: bc65dcab3bc4 ("radeonsi: avoid syncing the driver thread in si_fence_finish") Signed-off-by: Marek Olšák Tested-by: Kai Wasserbäch Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103902 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103904 --- src/gallium/drivers/radeonsi/si_fence.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/gallium/drivers/radeonsi/si_fence.c b/src/gallium/drivers/radeonsi/si_fence.c index 9d6bcfe..b835ed6 100644 --- a/src/gallium/drivers/radeonsi/si_fence.c +++ b/src/gallium/drivers/radeonsi/si_fence.c @@ -191,9 +191,6 @@ static boolean si_fence_finish(struct pipe_screen *screen, int64_t abs_timeout = os_time_get_absolute_timeout(timeout); if (!util_queue_fence_is_signalled(&rfence->ready)) { - if (!timeout) - return false; - if (rfence->tc_token) { /* Ensure that si_flush_from_st will be called for * this fence, but only if we're in the API thread @@ -207,6 +204,9 @@ static boolean si_fence_finish(struct pipe_screen *screen, timeout == 0); } + if (!timeout) + return false; + if (timeout == PIPE_TIMEOUT_INFINITE) { util_queue_fence_wait(&rfence->ready); } else { -- 2.7.4