wine/dlls/wined3d/query.c
2010-11-23 13:15:36 +01:00

629 lines
20 KiB
C

/*
* IWineD3DQuery implementation
*
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
{
return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
}
void wined3d_event_query_destroy(struct wined3d_event_query *query)
{
if (query->context) context_free_event_query(query);
HeapFree(GetProcessHeap(), 0, query);
}
enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
{
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
enum wined3d_event_query_result ret;
BOOL fence_result;
TRACE("(%p) : device %p\n", query, device);
if (!query->context)
{
TRACE("Query not started\n");
return WINED3D_EVENT_QUERY_NOT_STARTED;
}
if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
{
WARN("Event query tested from wrong thread\n");
return WINED3D_EVENT_QUERY_WRONG_THREAD;
}
context = context_acquire(device, query->context->current_rt);
gl_info = context->gl_info;
ENTER_GL();
if (gl_info->supported[ARB_SYNC])
{
GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
checkGLcall("glClientWaitSync");
switch (gl_ret)
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
ret = WINED3D_EVENT_QUERY_OK;
break;
case GL_TIMEOUT_EXPIRED:
ret = WINED3D_EVENT_QUERY_WAITING;
break;
case GL_WAIT_FAILED:
default:
ERR("glClientWaitSync returned %#x.\n", gl_ret);
ret = WINED3D_EVENT_QUERY_ERROR;
}
}
else if (gl_info->supported[APPLE_FENCE])
{
fence_result = GL_EXTCALL(glTestFenceAPPLE(query->object.id));
checkGLcall("glTestFenceAPPLE");
if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
else ret = WINED3D_EVENT_QUERY_WAITING;
}
else if (gl_info->supported[NV_FENCE])
{
fence_result = GL_EXTCALL(glTestFenceNV(query->object.id));
checkGLcall("glTestFenceNV");
if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
else ret = WINED3D_EVENT_QUERY_WAITING;
}
else
{
ERR("Event query created despite lack of GL support\n");
ret = WINED3D_EVENT_QUERY_ERROR;
}
LEAVE_GL();
context_release(context);
return ret;
}
enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
{
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
enum wined3d_event_query_result ret;
TRACE("(%p)\n", query);
if (!query->context)
{
TRACE("Query not started\n");
return WINED3D_EVENT_QUERY_NOT_STARTED;
}
gl_info = query->context->gl_info;
if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
{
/* A glFinish does not reliably wait for draws in other contexts. The caller has
* to find its own way to cope with the thread switch
*/
WARN("Event query finished from wrong thread\n");
return WINED3D_EVENT_QUERY_WRONG_THREAD;
}
context = context_acquire(device, query->context->current_rt);
ENTER_GL();
if (gl_info->supported[ARB_SYNC])
{
GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, ~(GLuint64)0));
checkGLcall("glClientWaitSync");
switch (gl_ret)
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
ret = WINED3D_EVENT_QUERY_OK;
break;
/* We don't expect a timeout for a ~584 year wait */
default:
ERR("glClientWaitSync returned %#x.\n", gl_ret);
ret = WINED3D_EVENT_QUERY_ERROR;
}
}
else if (context->gl_info->supported[APPLE_FENCE])
{
GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
checkGLcall("glFinishFenceAPPLE");
ret = WINED3D_EVENT_QUERY_OK;
}
else if (context->gl_info->supported[NV_FENCE])
{
GL_EXTCALL(glFinishFenceNV(query->object.id));
checkGLcall("glFinishFenceNV");
ret = WINED3D_EVENT_QUERY_OK;
}
else
{
ERR("Event query created without GL support\n");
ret = WINED3D_EVENT_QUERY_ERROR;
}
LEAVE_GL();
context_release(context);
return ret;
}
void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
if (query->context)
{
if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
{
context_free_event_query(query);
context = context_acquire(device, NULL);
context_alloc_event_query(context, query);
}
else
{
context = context_acquire(device, query->context->current_rt);
}
}
else
{
context = context_acquire(device, NULL);
context_alloc_event_query(context, query);
}
gl_info = context->gl_info;
ENTER_GL();
if (gl_info->supported[ARB_SYNC])
{
if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
checkGLcall("glDeleteSync");
query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
checkGLcall("glFenceSync");
}
else if (gl_info->supported[APPLE_FENCE])
{
GL_EXTCALL(glSetFenceAPPLE(query->object.id));
checkGLcall("glSetFenceAPPLE");
}
else if (gl_info->supported[NV_FENCE])
{
GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
checkGLcall("glSetFenceNV");
}
LEAVE_GL();
context_release(context);
}
static HRESULT WINAPI IWineD3DQueryImpl_QueryInterface(IWineD3DQuery *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DQuery)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DQueryImpl_AddRef(IWineD3DQuery *iface) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}
static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (!ref)
{
/* Queries are specific to the GL context that created them. Not
* deleting the query will obviously leak it, but that's still better
* than potentially deleting a different query with the same id in this
* context, and (still) leaking the actual query. */
if (This->type == WINED3DQUERYTYPE_EVENT)
{
struct wined3d_event_query *query = This->extendedData;
if (query) wined3d_event_query_destroy(query);
}
else if (This->type == WINED3DQUERYTYPE_OCCLUSION)
{
struct wined3d_occlusion_query *query = This->extendedData;
if (query->context) context_free_occlusion_query(query);
HeapFree(GetProcessHeap(), 0, This->extendedData);
}
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery *iface,
void *pData, DWORD dwSize, DWORD flags)
{
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
struct wined3d_occlusion_query *query = This->extendedData;
IWineD3DDeviceImpl *device = This->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context;
DWORD* data = pData;
GLuint available;
GLuint samples;
HRESULT res;
TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, flags %#x.\n", This, pData, dwSize, flags);
if (!query->context) This->state = QUERY_CREATED;
if (This->state == QUERY_CREATED)
{
/* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
TRACE("Query wasn't yet started, returning S_OK\n");
if(data) *data = 0;
return S_OK;
}
if (This->state == QUERY_BUILDING)
{
/* Msdn says this returns an error, but our tests show that S_FALSE is returned */
TRACE("Query is building, returning S_FALSE\n");
return S_FALSE;
}
if (!gl_info->supported[ARB_OCCLUSION_QUERY])
{
WARN("(%p) : Occlusion queries not supported. Returning 1.\n", This);
*data = 1;
return S_OK;
}
if (query->context->tid != GetCurrentThreadId())
{
FIXME("%p Wrong thread, returning 1.\n", This);
*data = 1;
return S_OK;
}
context = context_acquire(This->device, query->context->current_rt);
ENTER_GL();
GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
TRACE("(%p) : available %d.\n", This, available);
if (available)
{
if (data)
{
GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_ARB, &samples));
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
TRACE("(%p) : Returning %d samples.\n", This, samples);
*data = samples;
}
res = S_OK;
}
else
{
res = S_FALSE;
}
LEAVE_GL();
context_release(context);
return res;
}
static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery *iface,
void *pData, DWORD dwSize, DWORD flags)
{
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
struct wined3d_event_query *query = This->extendedData;
BOOL *data = pData;
enum wined3d_event_query_result ret;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, flags %#x.\n", This, pData, dwSize, flags);
if (!pData || !dwSize) return S_OK;
if (!query)
{
WARN("(%p): Event query not supported by GL, reporting GPU idle\n", This);
*data = TRUE;
return S_OK;
}
ret = wined3d_event_query_test(query, This->device);
switch(ret)
{
case WINED3D_EVENT_QUERY_OK:
case WINED3D_EVENT_QUERY_NOT_STARTED:
*data = TRUE;
break;
case WINED3D_EVENT_QUERY_WAITING:
*data = FALSE;
break;
case WINED3D_EVENT_QUERY_WRONG_THREAD:
FIXME("(%p) Wrong thread, reporting GPU idle.\n", This);
*data = TRUE;
break;
case WINED3D_EVENT_QUERY_ERROR:
ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
return S_OK;
}
static DWORD WINAPI IWineD3DEventQueryImpl_GetDataSize(IWineD3DQuery* iface){
TRACE("(%p) : type D3DQUERY_EVENT\n", iface);
return sizeof(BOOL);
}
static DWORD WINAPI IWineD3DOcclusionQueryImpl_GetDataSize(IWineD3DQuery* iface){
TRACE("(%p) : type D3DQUERY_OCCLUSION\n", iface);
return sizeof(DWORD);
}
static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
return This->type;
}
static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD flags)
{
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
TRACE("(%p) : flags %#x, type D3DQUERY_EVENT\n", This, flags);
if (flags & WINED3DISSUE_END)
{
struct wined3d_event_query *query = This->extendedData;
/* Faked event query support */
if (!query) return WINED3D_OK;
wined3d_event_query_issue(query, This->device);
}
else if (flags & WINED3DISSUE_BEGIN)
{
/* Started implicitly at device creation */
ERR("Event query issued with START flag - what to do?\n");
}
if (flags & WINED3DISSUE_BEGIN)
This->state = QUERY_BUILDING;
else
This->state = QUERY_SIGNALLED;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery *iface, DWORD flags)
{
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
IWineD3DDeviceImpl *device = This->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
struct wined3d_occlusion_query *query = This->extendedData;
struct wined3d_context *context;
/* This is allowed according to msdn and our tests. Reset the query and restart */
if (flags & WINED3DISSUE_BEGIN)
{
if (This->state == QUERY_BUILDING)
{
if (query->context->tid != GetCurrentThreadId())
{
FIXME("Wrong thread, can't restart query.\n");
context_free_occlusion_query(query);
context = context_acquire(This->device, NULL);
context_alloc_occlusion_query(context, query);
}
else
{
context = context_acquire(This->device, query->context->current_rt);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
LEAVE_GL();
}
}
else
{
if (query->context) context_free_occlusion_query(query);
context = context_acquire(This->device, NULL);
context_alloc_occlusion_query(context, query);
}
ENTER_GL();
GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, query->id));
checkGLcall("glBeginQuery()");
LEAVE_GL();
context_release(context);
}
if (flags & WINED3DISSUE_END)
{
/* Msdn says _END on a non-building occlusion query returns an error, but
* our tests show that it returns OK. But OpenGL doesn't like it, so avoid
* generating an error
*/
if (This->state == QUERY_BUILDING)
{
if (query->context->tid != GetCurrentThreadId())
{
FIXME("Wrong thread, can't end query.\n");
}
else
{
context = context_acquire(This->device, query->context->current_rt);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
LEAVE_GL();
context_release(context);
}
}
}
} else {
FIXME("(%p) : Occlusion queries not supported\n", This);
}
if (flags & WINED3DISSUE_BEGIN)
This->state = QUERY_BUILDING;
else
This->state = QUERY_SIGNALLED;
return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
}
static const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DQueryImpl_QueryInterface,
IWineD3DQueryImpl_AddRef,
IWineD3DQueryImpl_Release,
/*** IWineD3Dquery methods ***/
IWineD3DEventQueryImpl_GetData,
IWineD3DEventQueryImpl_GetDataSize,
IWineD3DQueryImpl_GetType,
IWineD3DEventQueryImpl_Issue
};
static const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DQueryImpl_QueryInterface,
IWineD3DQueryImpl_AddRef,
IWineD3DQueryImpl_Release,
/*** IWineD3Dquery methods ***/
IWineD3DOcclusionQueryImpl_GetData,
IWineD3DOcclusionQueryImpl_GetDataSize,
IWineD3DQueryImpl_GetType,
IWineD3DOcclusionQueryImpl_Issue
};
HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device, WINED3DQUERYTYPE type)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
switch (type)
{
case WINED3DQUERYTYPE_OCCLUSION:
TRACE("Occlusion query.\n");
if (!gl_info->supported[ARB_OCCLUSION_QUERY])
{
WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n");
return WINED3DERR_NOTAVAILABLE;
}
query->lpVtbl = &IWineD3DOcclusionQuery_Vtbl;
query->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
if (!query->extendedData)
{
ERR("Failed to allocate occlusion query extended data.\n");
return E_OUTOFMEMORY;
}
((struct wined3d_occlusion_query *)query->extendedData)->context = NULL;
break;
case WINED3DQUERYTYPE_EVENT:
TRACE("Event query.\n");
if (!wined3d_event_query_supported(gl_info))
{
/* Half-Life 2 needs this query. It does not render the main
* menu correctly otherwise. Pretend to support it, faking
* this query does not do much harm except potentially
* lowering performance. */
FIXME("Event query: Unimplemented, but pretending to be supported.\n");
}
query->lpVtbl = &IWineD3DEventQuery_Vtbl;
query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query));
if (!query->extendedData)
{
ERR("Failed to allocate event query memory.\n");
return E_OUTOFMEMORY;
}
break;
case WINED3DQUERYTYPE_VCACHE:
case WINED3DQUERYTYPE_RESOURCEMANAGER:
case WINED3DQUERYTYPE_VERTEXSTATS:
case WINED3DQUERYTYPE_TIMESTAMP:
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
case WINED3DQUERYTYPE_TIMESTAMPFREQ:
case WINED3DQUERYTYPE_PIPELINETIMINGS:
case WINED3DQUERYTYPE_INTERFACETIMINGS:
case WINED3DQUERYTYPE_VERTEXTIMINGS:
case WINED3DQUERYTYPE_PIXELTIMINGS:
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
case WINED3DQUERYTYPE_CACHEUTILIZATION:
default:
FIXME("Unhandled query type %#x.\n", type);
return WINED3DERR_NOTAVAILABLE;
}
query->type = type;
query->state = QUERY_CREATED;
query->device = device;
query->ref = 1;
return WINED3D_OK;
}