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authorwolfbeast <mcwerewolf@gmail.com>2018-07-11 18:11:13 +0200
committerwolfbeast <mcwerewolf@gmail.com>2018-07-11 18:11:13 +0200
commit4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0 (patch)
treef000dd831240707a03b8c806db292c2a15cde3ce /gfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
parent3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff)
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Roll back to ANGLE/2845
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp54
1 files changed, 32 insertions, 22 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
index 1f0eedb6e..fb3a18336 100755
--- a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
@@ -4,8 +4,7 @@
// found in the LICENSE file.
//
-// Fence11.cpp: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement
-// rx::FenceNVImpl and rx::FenceSyncImpl.
+// Fence11.cpp: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
@@ -21,20 +20,19 @@ static const int kDeviceLostCheckPeriod = 64;
// Template helpers for set and test operations.
//
-template <class FenceClass>
+template<class FenceClass>
gl::Error FenceSetHelper(FenceClass *fence)
{
if (!fence->mQuery)
{
D3D11_QUERY_DESC queryDesc;
- queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
HRESULT result = fence->mRenderer->getDevice()->CreateQuery(&queryDesc, &fence->mQuery);
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.",
- result);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
}
}
@@ -48,8 +46,7 @@ gl::Error FenceTestHelper(FenceClass *fence, bool flushCommandBuffer, GLboolean
ASSERT(fence->mQuery);
UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
- HRESULT result =
- fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, NULL, 0, getDataFlags);
+ HRESULT result = fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, NULL, 0, getDataFlags);
if (FAILED(result))
{
@@ -65,7 +62,10 @@ gl::Error FenceTestHelper(FenceClass *fence, bool flushCommandBuffer, GLboolean
// FenceNV11
//
-FenceNV11::FenceNV11(Renderer11 *renderer) : FenceNVImpl(), mRenderer(renderer), mQuery(NULL)
+FenceNV11::FenceNV11(Renderer11 *renderer)
+ : FenceNVImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
{
}
@@ -92,7 +92,11 @@ gl::Error FenceNV11::finish()
while (finished != GL_TRUE)
{
loopCount++;
- ANGLE_TRY(FenceTestHelper(this, true, &finished));
+ gl::Error error = FenceTestHelper(this, true, &finished);
+ if (error.isError())
+ {
+ return error;
+ }
if (loopCount % kDeviceLostCheckPeriod == 0 && mRenderer->testDeviceLost())
{
@@ -103,7 +107,7 @@ gl::Error FenceNV11::finish()
ScheduleYield();
}
- return gl::NoError();
+ return gl::Error(GL_NO_ERROR);
}
//
@@ -121,10 +125,14 @@ gl::Error FenceNV11::finish()
// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
// from buggy implementations.
-FenceSync11::FenceSync11(Renderer11 *renderer) : FenceSyncImpl(), mRenderer(renderer), mQuery(NULL)
+FenceSync11::FenceSync11(Renderer11 *renderer)
+ : FenceSyncImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
{
LARGE_INTEGER counterFreqency = {};
- BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success);
mCounterFrequency = counterFreqency.QuadPart;
@@ -148,7 +156,7 @@ gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *ou
bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
GLboolean result = GL_FALSE;
- gl::Error error = FenceTestHelper(this, flushCommandBuffer, &result);
+ gl::Error error = FenceTestHelper(this, flushCommandBuffer, &result);
if (error.isError())
{
*outResult = GL_WAIT_FAILED;
@@ -168,11 +176,12 @@ gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *ou
}
LARGE_INTEGER currentCounter = {};
- BOOL success = QueryPerformanceCounter(&currentCounter);
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success);
LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout) * static_cast<LONGLONG>(1000000ll);
- LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
+ LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
int loopCount = 0;
while (currentCounter.QuadPart < endCounter && !result)
@@ -180,6 +189,7 @@ gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *ou
loopCount++;
ScheduleYield();
success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success);
error = FenceTestHelper(this, flushCommandBuffer, &result);
@@ -212,19 +222,19 @@ gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *ou
gl::Error FenceSync11::serverWait(GLbitfield flags, GLuint64 timeout)
{
// Because our API is currently designed to be called from a single thread, we don't need to do
- // extra work for a server-side fence. GPU commands issued after the fence is created will
- // always be processed after the fence is signaled.
+ // extra work for a server-side fence. GPU commands issued after the fence is created will always
+ // be processed after the fence is signaled.
return gl::Error(GL_NO_ERROR);
}
gl::Error FenceSync11::getStatus(GLint *outResult)
{
GLboolean result = GL_FALSE;
- gl::Error error = FenceTestHelper(this, false, &result);
+ gl::Error error = FenceTestHelper(this, false, &result);
if (error.isError())
{
- // The spec does not specify any way to report errors during the status test (e.g. device
- // lost) so we report the fence is unblocked in case of error or signaled.
+ // The spec does not specify any way to report errors during the status test (e.g. device lost)
+ // so we report the fence is unblocked in case of error or signaled.
*outResult = GL_SIGNALED;
return error;
@@ -234,4 +244,4 @@ gl::Error FenceSync11::getStatus(GLint *outResult)
return gl::Error(GL_NO_ERROR);
}
-} // namespace rx
+} // namespace rx