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Issue 1637293002: Reuse GLFenceNV when an existing CommandsCompletedQuery is reused (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Moved ResetSupported check into a separate function Created 4 years, 10 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "ui/gl/gl_fence_nv.h" 5 #include "ui/gl/gl_fence_nv.h"
6 6
7 #include "ui/gl/gl_bindings.h" 7 #include "ui/gl/gl_bindings.h"
8 8
9 namespace gfx { 9 namespace gfx {
10 10
11 GLFenceNV::GLFenceNV() { 11 GLFenceNV::GLFenceNV() {
12 // What if either of these GL calls fails? TestFenceNV will return true. 12 // What if either of these GL calls fails? TestFenceNV will return true.
13 // See spec: 13 // See spec:
14 // http://www.opengl.org/registry/specs/NV/fence.txt 14 // http://www.opengl.org/registry/specs/NV/fence.txt
15 // 15 //
16 // What should happen if TestFenceNV is called for a name before SetFenceNV 16 // What should happen if TestFenceNV is called for a name before SetFenceNV
17 // is called? 17 // is called?
18 // We generate an INVALID_OPERATION error, and return TRUE. 18 // We generate an INVALID_OPERATION error, and return TRUE.
19 // This follows the semantics for texture object names before 19 // This follows the semantics for texture object names before
20 // they are bound, in that they acquire their state upon binding. 20 // they are bound, in that they acquire their state upon binding.
21 // We will arbitrarily return TRUE for consistency. 21 // We will arbitrarily return TRUE for consistency.
22 glGenFencesNV(1, &fence_); 22 glGenFencesNV(1, &fence_);
23 ResetState();
24 }
25
26 bool GLFenceNV::ResetSupported() {
27 return true;
28 }
29
30 void GLFenceNV::ResetState() {
23 glSetFenceNV(fence_, GL_ALL_COMPLETED_NV); 31 glSetFenceNV(fence_, GL_ALL_COMPLETED_NV);
24 DCHECK(glIsFenceNV(fence_)); 32 DCHECK(glIsFenceNV(fence_));
25 glFlush(); 33 glFlush();
26 } 34 }
27 35
28 bool GLFenceNV::HasCompleted() { 36 bool GLFenceNV::HasCompleted() {
29 DCHECK(glIsFenceNV(fence_)); 37 DCHECK(glIsFenceNV(fence_));
30 return !!glTestFenceNV(fence_); 38 return !!glTestFenceNV(fence_);
31 } 39 }
32 40
33 void GLFenceNV::ClientWait() { 41 void GLFenceNV::ClientWait() {
34 DCHECK(glIsFenceNV(fence_)); 42 DCHECK(glIsFenceNV(fence_));
35 glFinishFenceNV(fence_); 43 glFinishFenceNV(fence_);
36 } 44 }
37 45
38 void GLFenceNV::ServerWait() { 46 void GLFenceNV::ServerWait() {
39 DCHECK(glIsFenceNV(fence_)); 47 DCHECK(glIsFenceNV(fence_));
40 ClientWait(); 48 ClientWait();
41 } 49 }
42 50
43 GLFenceNV::~GLFenceNV() { 51 GLFenceNV::~GLFenceNV() {
44 DCHECK(glIsFenceNV(fence_)); 52 DCHECK(glIsFenceNV(fence_));
45 glDeleteFencesNV(1, &fence_); 53 glDeleteFencesNV(1, &fence_);
46 } 54 }
47 55
48 } // namespace gfx 56 } // namespace gfx
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