Implement glFinish using event queries.
ANGLEBUG=232
TRAC #18650
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@807 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index f5af7e4..3aa6e06 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -2785,84 +2785,8 @@
}
}
-void Context::finish()
-{
- IDirect3DQuery9 *occlusionQuery = NULL;
- HRESULT result;
-
- result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery);
- if (FAILED(result))
- {
- ERR("CreateQuery failed hr=%x\n", result);
- if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
- {
- return error(GL_OUT_OF_MEMORY);
- }
- ASSERT(false);
- return;
- }
-
- IDirect3DStateBlock9 *savedState = NULL;
- result = mDevice->CreateStateBlock(D3DSBT_ALL, &savedState);
- if (FAILED(result))
- {
- ERR("CreateStateBlock failed hr=%x\n", result);
- occlusionQuery->Release();
-
- if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
- {
- return error(GL_OUT_OF_MEMORY);
- }
- ASSERT(false);
- return;
- }
-
- result = occlusionQuery->Issue(D3DISSUE_BEGIN);
- if (FAILED(result))
- {
- ERR("occlusionQuery->Issue(BEGIN) failed hr=%x\n", result);
- occlusionQuery->Release();
- savedState->Release();
- ASSERT(false);
- return;
- }
-
- // Render something outside the render target
- mDevice->SetPixelShader(NULL);
- mDevice->SetVertexShader(NULL);
- mDevice->SetFVF(D3DFVF_XYZRHW);
- float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f};
- mDisplay->startScene();
- mDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data));
-
- result = occlusionQuery->Issue(D3DISSUE_END);
- if (FAILED(result))
- {
- ERR("occlusionQuery->Issue(END) failed hr=%x\n", result);
- occlusionQuery->Release();
- savedState->Apply();
- savedState->Release();
- ASSERT(false);
- return;
- }
-
- while ((result = occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH)) == S_FALSE)
- {
- // Keep polling, but allow other threads to do something useful first
- Sleep(0);
- }
-
- occlusionQuery->Release();
- savedState->Apply();
- savedState->Release();
-
- if (result == D3DERR_DEVICELOST)
- {
- error(GL_OUT_OF_MEMORY);
- }
-}
-
-void Context::flush()
+// Implements glFlush when block is false, glFinish when block is true
+void Context::sync(bool block)
{
IDirect3DQuery9 *eventQuery = NULL;
HRESULT result;
@@ -2888,7 +2812,18 @@
return;
}
- result = eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ do
+ {
+ result = eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
+
+ if(block && result == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+ }
+ }
+ while(block && result == S_FALSE);
+
eventQuery->Release();
if (result == D3DERR_DEVICELOST)