[PATCH] wined3d: Reduce timeout value to avoid GL_TIMEOUT_EXPIRED on macOS
Henri Verbeet
hverbeet at gmail.com
Sat Aug 12 04:28:16 CDT 2017
On 12 August 2017 at 11:06, <nneonneo at gmail.com> wrote:
> - /* Apple seems to be into arbitrary limits, and timeouts larger than
> - * 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't
> - * really care and can live with waiting a few μs less. (OS X 10.7.4). */
> + /* Timeouts near 0xffffffffffffffff may immediately return GL_TIMEOUT_EXPIRED,
> + * possibly because macOS internally adds some slop to the timer. To avoid this,
> + * we use a large number that isn't near the point of overflow (macOS 10.12.5).
> + */
> GLenum gl_ret = GL_EXTCALL(glClientWaitSync(fence->object.sync,
> - GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff));
> + GL_SYNC_FLUSH_COMMANDS_BIT, (GLuint64)((1ULL << 62ULL) - 0xffff)));
Adjusting the workaround is probably fine, but ULL literals are not
portable. Does something along the lines of "~(GLuint64)0 >> 1" work
as well? I don't think we care about the low bits, but note that the
patch as it is doesn't actually preserve them.
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