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OpenGL: Prefer glClientWaitSync for OGLSync objects
At least on Nvidia, glClientWaitSync with a timeout of 0 (non-blocking) is faster than glGetSynciv of GL_SYNC_STATUS.
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parent
6d61430311
commit
03137086db
5 changed files with 16 additions and 10 deletions
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@ -27,9 +27,7 @@ bool GLInnerFence::IsSignaled() const {
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return true;
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}
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ASSERT(sync_object.handle != 0);
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GLint sync_status;
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glGetSynciv(sync_object.handle, GL_SYNC_STATUS, 1, nullptr, &sync_status);
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return sync_status == GL_SIGNALED;
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return sync_object.IsSignaled();
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}
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void GLInnerFence::Wait() {
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@ -621,10 +621,7 @@ bool GraphicsPipeline::IsBuilt() noexcept {
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if (built_fence.handle == 0) {
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return false;
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}
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// Timeout of zero means this is non-blocking
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const auto sync_status = glClientWaitSync(built_fence.handle, 0, 0);
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ASSERT(sync_status != GL_WAIT_FAILED);
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is_built = sync_status != GL_TIMEOUT_EXPIRED;
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is_built = built_fence.IsSignaled();
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return is_built;
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}
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@ -3,6 +3,7 @@
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#include <string_view>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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@ -158,6 +159,15 @@ void OGLSync::Release() {
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handle = 0;
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}
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bool OGLSync::IsSignaled() const noexcept {
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// At least on Nvidia, glClientWaitSync with a timeout of 0
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// is faster than glGetSynciv of GL_SYNC_STATUS.
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// Timeout of 0 means this check is non-blocking.
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const auto sync_status = glClientWaitSync(handle, 0, 0);
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ASSERT(sync_status != GL_WAIT_FAILED);
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return sync_status != GL_TIMEOUT_EXPIRED;
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}
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void OGLFramebuffer::Create() {
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if (handle != 0)
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return;
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@ -263,6 +263,9 @@ public:
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/// Deletes the internal OpenGL resource
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void Release();
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/// Checks if the sync has been signaled
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bool IsSignaled() const noexcept;
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GLsync handle = 0;
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};
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@ -714,9 +714,7 @@ std::optional<size_t> TextureCacheRuntime::StagingBuffers::FindBuffer(size_t req
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continue;
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}
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if (syncs[index].handle != 0) {
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GLint status;
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glGetSynciv(syncs[index].handle, GL_SYNC_STATUS, 1, nullptr, &status);
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if (status != GL_SIGNALED) {
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if (!syncs[index].IsSignaled()) {
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continue;
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}
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syncs[index].Release();
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