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| Common | ||
| D3D8 | ||
| D3D9 | ||
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| OpenGL | ||
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| SwiftShader | ||
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| swiftshader.gni |
This cl does 3 main things: - It pushes the queue submit operation to its own thread - It implements events - It implements fences Some details: - Because we can have N async draw operations and we need to signal the fence only after all operations are completed, fences have a add/done mechanism to allow signaling the fence only when all draw operations are completed. - Device::waitForFences() detects large timeouts to avoid integer overflow if now+timeout is bigger than the remaining nanoseconds available in a long long. Bug b/117835459 Change-Id: I2f02c3b4bb9d9ac9037909b02b0601e1bae15d21 Tests: dEQP-VK.synchronization.* Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/29769 Presubmit-Ready: Alexis Hétu <sugoi@google.com> Reviewed-by:Ben Clayton <bclayton@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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