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+Name
+
+ KHR_wait_sync
+
+Name Strings
+
+ EGL_KHR_wait_sync
+
+Contributors
+
+ Jon Leech
+ Tom Cooksey
+ Alon Or-bach
+
+Contacts
+
+ Jon Leech (jon 'at' alumni.caltech.edu)
+
+Notice
+
+ Copyright (c) 2012-2014 The Khronos Group Inc. Copyright terms at
+ http://www.khronos.org/registry/speccopyright.html
+
+Status
+
+ Complete.
+ Approved by the Khronos Board of Promoters on October 26, 2012.
+
+Version
+
+ Version 7, March 12, 2014
+
+Number
+
+ EGL Extension #43
+
+Dependencies
+
+ EGL 1.1 is required.
+
+ EGL_KHR_fence_sync is required.
+
+ EGL_KHR_reusable_sync is affected by this extension.
+
+ This extension is written against the wording of the EGL 1.4
+ Specification.
+
+Overview
+
+ This extension adds the ability to wait for signaling of sync objects
+ in the server for a client API context, rather than in the application
+ thread bound to that context. This form of wait does not necessarily
+ block the application thread which issued the wait (unlike
+ eglClientWaitSyncKHR), so the application may continue to issue commands
+ to the client API context or perform other work in parallel, leading to
+ increased performance. The best performance is likely to be achieved by
+ implementations which can perform this new wait operation in GPU
+ hardware, although this is not required.
+
+New Types
+
+ None
+
+New Procedures and Functions
+
+ EGLint eglWaitSyncKHR(
+ EGLDisplay dpy,
+ EGLSyncKHR sync,
+ EGLint flags)
+
+New Tokens
+
+ None
+
+Changes to Chapter 3 of the EGL 1.4 Specification (EGL Functions and Errors)
+
+ Add to section 3.8.1 "Sync Objects" (as already modified
+ by EGL_KHR_fence_sync and/or EGL_KHR_reusable_sync):
+
+ Following the description of eglClientWaitSyncKHR, add:
+
+ "The command
+
+ EGLint eglWaitSyncKHR(EGLDisplay dpy,
+ EGLSyncKHR sync,
+ EGLint flags)
+
+ is similar to eglClientWaitSyncKHR, but instead of blocking and not
+ returning to the application until <sync> is signaled, eglWaitSyncKHR
+ returns immediately. On success, EGL_TRUE is returned, and the server
+ for the client API context [fn1] will block until <sync> is signaled
+ [fn2].
+ [fn1 - the server may choose to wait either in the CPU executing
+ server-side code, or in the GPU hardware if it supports this
+ operation.]
+ [fn2 - eglWaitSyncKHR allows applications to continue to queue
+ commands from the application in anticipation of the sync being
+ signaled, potentially increasing parallelism between application,
+ client API server code, and the GPU. The server only blocks
+ execution of commands for the specific context on which
+ eglWaitSyncKHR was issued; other contexts implemented by the same
+ server are not affected.]
+
+ <sync> has the same meaning as for eglClientWaitSyncKHR.
+
+ <flags> must be 0.
+
+ Errors
+ ------
+ eglWaitSyncKHR returns EGL_FALSE on failure and generates an error as
+ specified below, but does not cause the server for the client API
+ context to block.
+
+ * If the current context for the currently bound client API does not
+ support the client API extension indicating it can perform server
+ waits, an EGL_BAD_MATCH error is generated.
+ * If no context is current for the currently bound client API (i.e.,
+ eglGetCurrentContext returns EGL_NO_CONTEXT), an EGL_BAD_MATCH error
+ is generated.
+ * If <dpy> does not match the EGLDisplay passed to eglCreateSyncKHR
+ when <sync> was created, the behavior is undefined.
+ * If <sync> is not a valid sync object for <dpy>, an EGL_BAD_PARAMETER
+ error is generated.
+ * If <flags> is not 0, an EGL_BAD_PARAMETER error is generated.
+
+ Each client API which supports eglWaitSyncKHR indicates this support in
+ the form of a client API extension. If the GL_OES_EGL_sync extension is
+ supported by any version of OpenGL ES, a server wait may be performed
+ when the currently bound API is OpenGL ES. If the VG_KHR_EGL_sync
+ extension is supported by OpenVG, a server wait may be performed when
+ the currently bound API is OpenVG."
+
+ Add new subsubsection following eglWaitSyncKHR:
+
+ "Multiple Waiters
+ ----------------
+
+ It is possible for the application thread calling a client API to be
+ blocked on a sync object in a eglClientWaitSyncKHR command, the server
+ for that client API context to be blocked as the result of a previous
+ eglWaitSyncKHR command, and for additional eglWaitSyncKHR commands to be
+ queued in the server, all for a single sync object. When the sync object
+ is signaled in this situation, the client will be unblocked, the server
+ will be unblocked, and all such queued eglWaitSyncKHR commands will
+ continue immediately when they are reached.
+
+ Sync objects may be waited on or signaled from multiple contexts of
+ different client API types in multiple threads simultaneously, although
+ some client APIs may not support eglWaitSyncKHR. This support is
+ determined by client API-specific extensions."
+
+ Additions to the EGL_KHR_reusable_sync extension, modifying the description
+ of eglSignalSyncKHR to include both client and server syncs:
+
+ "... If as a result of calling eglSignalSyncKHR the status of <sync>
+ transitions from unsignaled to signaled, any eglClientWaitSyncKHR
+ * or eglWaitSyncKHR *
+ commands blocking on <sync> will unblock. ..."
+
+ Additions to the EGL_KHR_reusable_sync extension, modifying the description
+ of eglDestroySyncKHR to include both client and server syncs:
+
+ "... If any eglClientWaitSyncKHR
+ * or eglWaitSyncKHR *
+ commands are blocking on <sync> when eglDestroySyncKHR is called, they
+ will be woken up, as if <sync> were signaled."
+
+
+ Additions to the EGL_KHR_fence_sync extension, modifying the description
+ of eglCreateSyncKHR to include both client and server syncs:
+
+ "... causing any eglClientWaitSyncKHR
+ * or eglWaitSyncKHR *
+ commands (see below) blocking on <sync> to unblock ..."
+
+ Additions to the EGL_KHR_fence_sync extension, modifying the description
+ of eglDestroySyncKHR to include both client and server syncs:
+
+ "... If any eglClientWaitSyncKHR
+ * or eglWaitSyncKHR *
+ commands are blocking on <sync> when eglDestroySyncKHR is called, <sync>
+ is flagged for deletion and will be deleted when it is no longer
+ associated with any fence command and is no longer blocking any
+ eglClientWaitSyncKHR or eglWaitSyncKHR commands."
+
+
+Issues
+
+ 1. Explain the key choices made in this extension.
+
+ RESPONSE: This extension has been written to behave as similarly as
+ possible to the glWaitSync functionality available in desktop OpenGL.
+ Server waits are functionality which was only available in GL syncs
+ until now.
+
+ In the interest of maintaining similarity with OpenGL sync objects, this
+ extension attempts to copy the glWaitSync functionality of OpenGL
+ wherever possible (both functionally and stylistically), only making
+ changes where needed to operate inside EGL (rather than a client API
+ context) and match EGL naming conventions.
+
+ 2. Must all EGL client APIs support server waits?
+
+ PROPOSED: Only if the client APIs also support fence syncs, which also
+ interacts with the server for that client API. The same client API
+ extensions defining fence sync support (GL_OES_EGL_sync and
+ VG_KHR_EGL_sync) are used here to indicate server wait ability for those
+ client APIs.
+
+ Reusable syncs in EGL_KHR_reusable_sync do not have this dependency,
+ because it is (at least in principle) possible for eglClientWaitSyncKHR
+ to be performed entirely within the EGL implementation. However,
+ eglWaitSyncKHR requires cooperation of the client API, whether fence
+ syncs or reusable syncs are being waited upon.
+
+ It would be possible to completely decouple fence syncs and the ability
+ to do server waits, but this would require new client API extensions.
+
+ 3. What is the relationship between EGL sync objects and OpenGL / OpenGL
+ ES sync objects?
+
+ RESPONSE: There is no direct relationship. GL and ES servers may not
+ even implement sync objects as defined by some versions of those APIs.
+ However, EGL sync objects are intended to be functionally equivalent to
+ GL sync objects, and the language describing them is drawn from the GL
+ specifications. Implementations supporting both forms of sync object
+ will probably use the same implementation internally.
+
+ 4. Should eglWaitSyncKHR take a timeout as a parameter as its equivalent
+ in OpenGL / OpenGL ES and eglWaitClientKHR does?
+
+ PROPOSED: No. A timeout is of limited use to a well-behaved application.
+ If a timeout was added, the result of it expiring is likely to be a
+ corrupted output. Adding a timeout would likely necessitate a way to
+ query if the wait completed because the condition was signaled or
+ because of a timeout. There doesn't seem to be an obvious, elegant API
+ mechanism to do that. If a timeout is needed in the future, it can be
+ added via an additional extension with a new entry-point.
+
+ 5. What happens if an application issues a server-side wait on a fence
+ which never gets signaled?
+
+ RESPONSE: Further rendering in the context which issued the server-side
+ wait will not progress. Any additional behavior is undefined and is
+ likely to be different depending on a particular implementation. Could
+ be handled in the same way as an extremely long-running GLSL shader.
+
+ 6. Does this extension affect the destruction behavior?
+
+ RESOLVED: No. The behavior of eglDestroySyncKHR is determined by the type
+ of sync object, and is not affected by this extension.
+
+Revision History
+
+#7 (Alon Or-bach, March 12, 2014)
+ - Clarified that eglDestroySyncKHR behavior is set in
+ EGL_KHR_fence_sync / EGL_KHR_reusable_sync and is not modified by this
+ extension (bug 11458).
+#6 (Jon Leech, January 24, 2013)
+ - eglWaitSyncKHR causes a server wait in OpenGL ES when GL_OES_EGL_sync
+ is supported, not a client wait as formerly specified (Bug 9493).
+#5 (Jon Leech, October 31, 2012)
+ - Change return type of eglWaitSyncKHR in spec body to EGLint to match
+ New Functions section, and rearrange description of return type and
+ errors section for clarity.
+#4 (Tom Cooksey, August 16, 2012)
+ - Removed timeout parameter and text relating to it. Add issue 4
+ discussing timeout parameter. Add issue 5 explaining the behavior of
+ waiting on a never-signaled fence. Minor corrections to use US English.
+#3 (Jon Leech, June 26, 2012)
+ - Fix typos (bug 9137).
+#2 (Jon Leech, June 20, 2012)
+ - Clarifications and language cleanup (Bug 9137). Some paragraph
+ reflowing. Note that eglWaitSyncKHR only blocks the server for the
+ specific context on which the wait was issued. Add issue 3 discussing
+ relationship to GL/ES sync objects.
+#1 (Jon Leech, June 6, 2012)
+ - Initial draft branched from GL 4.x API spec language.