OpenGL: Implement Fencing backend.

This commit is contained in:
Fernando Sahmkow
2020-02-17 18:10:23 -04:00
parent ed7e965712
commit 487379c593
12 changed files with 94 additions and 19 deletions

View File

@ -397,14 +397,6 @@ void Maxwell3D::StampQueryResult(u64 payload, bool long_query) {
}
}
void Maxwell3D::ReleaseFences() {
for (const auto pair : delay_fences) {
const auto [addr, payload] = pair;
memory_manager.Write<u32>(addr, static_cast<u32>(payload));
}
delay_fences.clear();
}
void Maxwell3D::ProcessQueryGet() {
// TODO(Subv): Support the other query units.
ASSERT_MSG(regs.query.query_get.unit == Regs::QueryUnit::Crop,
@ -412,10 +404,12 @@ void Maxwell3D::ProcessQueryGet() {
switch (regs.query.query_get.operation) {
case Regs::QueryOperation::Release: {
rasterizer.FlushCommands();
rasterizer.SyncGuestHost();
const u64 result = regs.query.query_sequence;
delay_fences.emplace_back(regs.query.QueryAddress(), result);
if (regs.query.query_get.fence == 1) {
rasterizer.SignalFence(regs.query.QueryAddress(), static_cast<u32>(result));
} else {
StampQueryResult(result, regs.query.query_get.short_query == 0);
}
break;
}
case Regs::QueryOperation::Acquire: