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gl_fence_arb.cc
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gl_fence_arb.cc
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// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gl/gl_fence_arb.h"
#include "base/strings/stringprintf.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
namespace gl {
namespace {
std::string GetGLErrors() {
// Clears and logs all current gl errors.
std::string accumulated_errors;
GLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
accumulated_errors += base::StringPrintf("0x%x ", error);
}
return accumulated_errors;
}
} // namespace
GLFenceARB::GLFenceARB() {
sync_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
DCHECK_EQ(GL_TRUE, glIsSync(sync_));
glFlush();
}
bool GLFenceARB::HasCompleted() {
// Handle the case where FenceSync failed.
if (!sync_)
return true;
DCHECK_EQ(GL_TRUE, glIsSync(sync_));
// We could potentially use glGetSynciv here, but it doesn't work
// on OSX 10.7 (always says the fence is not signaled yet).
// glClientWaitSync works better, so let's use that instead.
GLenum result = glClientWaitSync(sync_, 0, 0);
if (result == GL_WAIT_FAILED) {
HandleClientWaitFailure();
return false;
}
return result != GL_TIMEOUT_EXPIRED;
}
void GLFenceARB::ClientWait() {
DCHECK_EQ(GL_TRUE, glIsSync(sync_));
GLenum result =
glClientWaitSync(sync_, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
DCHECK_NE(static_cast<GLenum>(GL_TIMEOUT_EXPIRED), result);
if (result == GL_WAIT_FAILED) {
HandleClientWaitFailure();
}
}
void GLFenceARB::ServerWait() {
DCHECK_EQ(GL_TRUE, glIsSync(sync_));
glWaitSync(sync_, 0, GL_TIMEOUT_IGNORED);
}
GLFenceARB::~GLFenceARB() {
if (sync_) {
DCHECK_EQ(GL_TRUE, glIsSync(sync_));
glDeleteSync(sync_);
}
}
void GLFenceARB::Invalidate() {
sync_ = 0;
}
void GLFenceARB::HandleClientWaitFailure() {
DCHECK(GLContext::GetCurrent());
if (GLContext::GetCurrent()->WasAllocatedUsingRobustnessExtension()) {
// This function pointer is only set if one of the robustness
// extensions was available.
DCHECK(g_current_gl_driver &&
g_current_gl_driver->fn.glGetGraphicsResetStatusARBFn);
DCHECK(g_current_gl_driver->fn.glGetGraphicsResetStatusARBFn() !=
GL_NO_ERROR);
LOG(ERROR) << "Failed to wait for GLFence; context was lost. Error code: "
<< GetGLErrors();
} else {
// There's no provision for reporting these failures higher up the
// stack and thereby losing the context (or exiting the GPU
// process) more cooperatively. Some of this code is called from
// deep call stacks. Report the wait failure and crash with a log
// message.
LOG(FATAL) << "Failed to wait for GLFence. Error code: " << GetGLErrors();
}
}
} // namespace gl