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Fixes https://github.com/flutter/flutter/issues/158963 If the GLES version is at least 3, then we can attach a sync fence to the texture gles object. If this operation succeeds, then we can use gl.Flush instad of gl.Finish. Then, when binding the texture - if a sync fence is present we wait and then remove the fence.
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
// Copyright 2013 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "impeller/renderer/command_buffer.h"
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#include "impeller/renderer/compute_pass.h"
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#include "impeller/renderer/render_pass.h"
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#include "impeller/renderer/render_target.h"
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namespace impeller {
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CommandBuffer::CommandBuffer(std::weak_ptr<const Context> context)
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: context_(std::move(context)) {}
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CommandBuffer::~CommandBuffer() = default;
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bool CommandBuffer::SubmitCommands(const CompletionCallback& callback) {
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if (!IsValid()) {
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// Already committed or was never valid. Either way, this is caller error.
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if (callback) {
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callback(Status::kError);
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}
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return false;
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}
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return OnSubmitCommands(callback);
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}
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bool CommandBuffer::SubmitCommands() {
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return SubmitCommands(nullptr);
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}
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void CommandBuffer::WaitUntilCompleted() {
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return OnWaitUntilCompleted();
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}
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void CommandBuffer::WaitUntilScheduled() {
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return OnWaitUntilScheduled();
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}
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std::shared_ptr<RenderPass> CommandBuffer::CreateRenderPass(
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const RenderTarget& render_target) {
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auto pass = OnCreateRenderPass(render_target);
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if (pass && pass->IsValid()) {
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pass->SetLabel("RenderPass");
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return pass;
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}
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return nullptr;
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}
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std::shared_ptr<BlitPass> CommandBuffer::CreateBlitPass() {
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auto pass = OnCreateBlitPass();
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if (pass && pass->IsValid()) {
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pass->SetLabel("BlitPass");
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return pass;
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}
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return nullptr;
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}
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std::shared_ptr<ComputePass> CommandBuffer::CreateComputePass() {
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if (!IsValid()) {
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return nullptr;
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}
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auto pass = OnCreateComputePass();
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if (pass && pass->IsValid()) {
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pass->SetLabel("ComputePass");
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return pass;
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}
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return nullptr;
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}
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} // namespace impeller
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