blob: a1ae86ba28fdff8a6182d1677f0f4d2d37aa38af [file]
/*
* Copyright 2020 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/ganesh/gl/GrGLFinishCallbacks.h"
#include "include/private/base/SkAssert.h"
#include "src/gpu/ganesh/gl/GrGLGpu.h"
GrGLFinishCallbacks::GrGLFinishCallbacks(GrGLGpu* gpu) : fGpu(gpu) {}
GrGLFinishCallbacks::~GrGLFinishCallbacks() {
this->callAll(true);
}
void GrGLFinishCallbacks::add(GrGpuFinishedProc finishedProc,
GrGpuFinishedContext finishedContext) {
SkASSERT(finishedProc);
FinishCallback callback;
callback.fCallback = finishedProc;
callback.fContext = finishedContext;
callback.fSync = fGpu->insertSync();
fCallbacks.push_back(callback);
}
void GrGLFinishCallbacks::check() {
// Bail after the first unfinished sync since we expect they signal in the order inserted.
while (!fCallbacks.empty() && fGpu->testSync(fCallbacks.front().fSync)) {
// While we are processing a proc we need to make sure to remove it from the callback list
// before calling it. This is because the client could trigger a call (e.g. calling
// flushAndSubmit(/*sync=*/true)) that has us process the finished callbacks. We also must
// process deleting the sync before a client may abandon the context.
auto finishCallback = fCallbacks.front();
if (finishCallback.fSync) {
fGpu->deleteSync(finishCallback.fSync);
}
fCallbacks.pop_front();
finishCallback.fCallback(finishCallback.fContext);
}
}
void GrGLFinishCallbacks::callAll(bool doDelete) {
while (!fCallbacks.empty()) {
// While we are processing a proc we need to make sure to remove it from the callback list
// before calling it. This is because the client could trigger a call (e.g. calling
// flushAndSubmit(/*sync=*/true)) that has us process the finished callbacks. We also must
// process deleting the sync before a client may abandon the context.
auto finishCallback = fCallbacks.front();
if (doDelete && finishCallback.fSync) {
fGpu->deleteSync(finishCallback.fSync);
}
fCallbacks.pop_front();
finishCallback.fCallback(finishCallback.fContext);
}
}