12b57e84e6
For each link given as http://, verify that the site is accessible over https:// and, if so, switch to it. These domains were converted: * llvm.org * clang.llvm.org * en.cppreference.com * www.dxx-rebirth.com * www.libsdl.org * www.scons.org
139 lines
3.6 KiB
C++
139 lines
3.6 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/* OpenGL Synchronization code:
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* either use fence sync objects or glFinish() to prevent the GPU from
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* lagging behind too much.
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*/
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#include <stdlib.h>
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#include <SDL.h>
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#include "args.h"
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#include "config.h"
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#include "console.h"
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#include "game.h"
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#include "maths.h"
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#include "multi.h"
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#include "ogl_sync.h"
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#include "timer.h"
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namespace dcx {
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ogl_sync::ogl_sync()
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{
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method=SYNC_GL_NONE;
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wait_timeout = 0;
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}
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ogl_sync::~ogl_sync()
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{
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if (fence)
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con_puts(CON_URGENT, "DXX-Rebirth: OpenGL: fence sync object was never destroyed!");
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}
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void ogl_sync::sync_deleter::operator()(GLsync fence_func) const
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{
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glDeleteSyncFunc(fence_func);
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}
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void ogl_sync::before_swap()
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{
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if (const auto local_fence = std::move(fence))
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{
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/// use a fence sync object to prevent the GPU from queuing up more than one frame
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const auto waitsync = glClientWaitSyncFunc;
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if (method == SYNC_GL_FENCE_SLEEP) {
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const auto local_wait_timeout = wait_timeout;
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const auto multiplayer = Game_mode & GM_MULTI;
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while (waitsync(local_fence.get(), GL_SYNC_FLUSH_COMMANDS_BIT, 0ULL) == GL_TIMEOUT_EXPIRED) {
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if (multiplayer) {
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multi_do_frame(); // during long wait, keep packets flowing
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}
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timer_delay_ms(local_wait_timeout);
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}
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} else {
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waitsync(local_fence.get(), GL_SYNC_FLUSH_COMMANDS_BIT, 34000000ULL);
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}
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} else if (method == SYNC_GL_FINISH_BEFORE_SWAP) {
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glFinish();
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}
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}
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void ogl_sync::after_swap()
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{
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if (method == SYNC_GL_FENCE || method == SYNC_GL_FENCE_SLEEP ) {
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fence.reset(glFenceSyncFunc(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
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} else if (method == SYNC_GL_FINISH_AFTER_SWAP) {
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glFinish();
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}
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}
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void ogl_sync::init(SyncGLMethod sync_method, int wait)
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{
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method = sync_method;
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fence = NULL;
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fix a = i2f(wait);
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fix b = i2f(1000);
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wait_timeout = f2i(fixdiv(a, b) * 1000);
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bool need_ARB_sync;
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switch (method) {
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case SYNC_GL_FENCE:
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case SYNC_GL_FENCE_SLEEP:
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case SYNC_GL_AUTO:
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need_ARB_sync = true;
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break;
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default:
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need_ARB_sync = false;
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}
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if (method == SYNC_GL_AUTO) {
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if (!CGameCfg.VSync) {
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con_puts(CON_NORMAL, "DXX-Rebirth: OpenGL: disabling automatic GL sync since VSync is turned off");
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method = SYNC_GL_NONE;
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need_ARB_sync = false;
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} else if (!ogl_have_ARB_sync) {
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con_puts(CON_NORMAL, "DXX-Rebirth: OpenGL: GL_ARB_sync not available, disabling sync");
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method = SYNC_GL_NONE;
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need_ARB_sync = false;
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} else {
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method = SYNC_GL_FENCE_SLEEP;
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}
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}
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if (need_ARB_sync && !ogl_have_ARB_sync) {
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con_puts(CON_URGENT, "DXX-Rebirth: OpenGL: GL_ARB_sync not available, using fallback");
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method = SYNC_GL_FINISH_BEFORE_SWAP;
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}
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switch(method) {
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case SYNC_GL_FENCE:
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con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL: using GL_ARB_sync for synchronization (direct)");
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break;
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case SYNC_GL_FENCE_SLEEP:
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con_printf(CON_VERBOSE, "DXX-Rebirth: OpenGL: using GL_ARB_sync for synchronization with interval %dms", wait);
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break;
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case SYNC_GL_FINISH_AFTER_SWAP:
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con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL: using glFinish synchronization (method 1: after swap)");
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break;
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case SYNC_GL_FINISH_BEFORE_SWAP:
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con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL: using glFinish synchronization (method 2: before swap)");
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break;
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default:
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con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL: using no explicit GPU synchronization");
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break;
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}
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}
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void ogl_sync::deinit()
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{
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fence.reset();
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}
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}
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