Exemple #1
0
gl::Error Query11::resume()
{
    if (mActiveQuery.query == nullptr)
    {
        gl::Error error = flush(false);
        if (error.isError())
        {
            return error;
        }

        D3D11_QUERY_DESC queryDesc;
        queryDesc.Query     = gl_d3d11::ConvertQueryType(getType());
        queryDesc.MiscFlags = 0;

        ID3D11Device *device = mRenderer->getDevice();

        HRESULT result = device->CreateQuery(&queryDesc, &mActiveQuery.query);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Internal query creation failed, result: 0x%X.",
                             result);
        }

        // If we are doing time elapsed we also need a query to actually query the timestamp
        if (getType() == GL_TIME_ELAPSED_EXT)
        {
            D3D11_QUERY_DESC desc;
            desc.Query     = D3D11_QUERY_TIMESTAMP;
            desc.MiscFlags = 0;
            result = device->CreateQuery(&desc, &mActiveQuery.beginTimestamp);
            if (FAILED(result))
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Internal query creation failed, result: 0x%X.",
                                 result);
            }
            result = device->CreateQuery(&desc, &mActiveQuery.endTimestamp);
            if (FAILED(result))
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Internal query creation failed, result: 0x%X.",
                                 result);
            }
        }

        ID3D11DeviceContext *context = mRenderer->getDeviceContext();

        context->Begin(mActiveQuery.query);

        // If we are doing time elapsed, query the begin timestamp
        if (getType() == GL_TIME_ELAPSED_EXT)
        {
            context->End(mActiveQuery.beginTimestamp);
        }
    }

    return gl::Error(GL_NO_ERROR);
}
Exemple #2
0
gl::Error Query11::end()
{
    ASSERT(mQuery);

    ID3D11DeviceContext *context = mRenderer->getDeviceContext();

    // If we are doing time elapsed query the end timestamp
    if (getType() == GL_TIME_ELAPSED_EXT)
    {
        context->End(mTimestampEndQuery);
    }

    context->End(mQuery);

    mQueryFinished = false;
    mResult = GL_FALSE;

    return gl::Error(GL_NO_ERROR);
}
Exemple #3
0
gl::Error Query11::pause()
{
    if (mActiveQuery.query != nullptr)
    {
        ID3D11DeviceContext *context = mRenderer->getDeviceContext();

        // If we are doing time elapsed query the end timestamp
        if (getType() == GL_TIME_ELAPSED_EXT)
        {
            context->End(mActiveQuery.endTimestamp);
        }

        context->End(mActiveQuery.query);

        mPendingQueries.push_back(mActiveQuery);
        mActiveQuery = QueryState();
    }

    return flush(false);
}
void CRenderCaptureDX::EndRender()
{
  // send commands to the GPU queue
  g_Windowing.FinishCommandList();
  ID3D11DeviceContext* pContext = g_Windowing.GetImmediateContext();

  pContext->CopyResource(m_copySurface, m_renderTexture);

  if (m_query)
  {
    pContext->End(m_query);
  }

  if (m_flags & CAPTUREFLAG_IMMEDIATELY)
    SurfaceToBuffer();
  else
    SetState(CAPTURESTATE_NEEDSREADOUT);
}
Exemple #5
0
void CRenderCaptureDX::EndRender()
{
  // send commands to the GPU queue
  auto deviceResources = DX::DeviceResources::Get();
  deviceResources->FinishCommandList();
  ID3D11DeviceContext* pContext = deviceResources->GetImmediateContext();

  pContext->CopyResource(m_copyTex.Get(), m_renderTex.Get());

  if (m_query)
  {
    pContext->End(m_query);
  }

  if (m_flags & CAPTUREFLAG_IMMEDIATELY)
    SurfaceToBuffer();
  else
    SetState(CAPTURESTATE_NEEDSREADOUT);
}