示例#1
0
文件: query.c 项目: AmesianX/wine
static HRESULT wined3d_timestamp_query_ops_get_data(struct wined3d_query *query,
        void *data, DWORD size, DWORD flags)
{
    struct wined3d_timestamp_query *tq = query->extendedData;
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context;
    GLuint available;
    GLuint64 timestamp;
    HRESULT res;

    TRACE("query %p, data %p, size %#x, flags %#x.\n", query, data, size, flags);

    if (!tq->context)
        query->state = QUERY_CREATED;

    if (query->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");
        timestamp = 0;
        fill_query_data(data, size, &timestamp, sizeof(timestamp));
        return S_OK;
    }

    if (tq->context->tid != GetCurrentThreadId())
    {
        FIXME("%p Wrong thread, returning 1.\n", query);
        timestamp = 1;
        fill_query_data(data, size, &timestamp, sizeof(timestamp));
        return S_OK;
    }

    context = context_acquire(device, context_get_rt_surface(tq->context));

    GL_EXTCALL(glGetQueryObjectuiv(tq->id, GL_QUERY_RESULT_AVAILABLE, &available));
    checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT_AVAILABLE)");
    TRACE("available %#x.\n", available);

    if (available)
    {
        if (size)
        {
            GL_EXTCALL(glGetQueryObjectui64v(tq->id, GL_QUERY_RESULT, &timestamp));
            checkGLcall("glGetQueryObjectui64v(GL_QUERY_RESULT)");
            TRACE("Returning timestamp %s.\n", wine_dbgstr_longlong(timestamp));
            fill_query_data(data, size, &timestamp, sizeof(timestamp));
        }
        res = S_OK;
    }
    else
    {
        res = S_FALSE;
    }

    context_release(context);

    return res;
}
示例#2
0
static BOOL wined3d_timestamp_query_ops_poll(struct wined3d_query *query)
{
    struct wined3d_timestamp_query *tq = query->extendedData;
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context;
    GLuint available;
    GLuint64 timestamp;
    BOOL ret;

    if (!gl_info->supported[ARB_TIMER_QUERY])
    {
        TRACE("Faking timestamp.\n");
        QueryPerformanceCounter((LARGE_INTEGER *)&tq->timestamp);
        return TRUE;
    }

    if (tq->context->tid != GetCurrentThreadId())
    {
        FIXME("%p Wrong thread, returning 1.\n", query);
        tq->timestamp = 1;
        return TRUE;
    }

    context = context_acquire(device, context_get_rt_surface(tq->context));

    GL_EXTCALL(glGetQueryObjectuiv(tq->id, GL_QUERY_RESULT_AVAILABLE, &available));
    checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT_AVAILABLE)");
    TRACE("available %#x.\n", available);

    if (available)
    {
        GL_EXTCALL(glGetQueryObjectui64v(tq->id, GL_QUERY_RESULT, &timestamp));
        checkGLcall("glGetQueryObjectui64v(GL_QUERY_RESULT)");
        TRACE("Returning timestamp %s.\n", wine_dbgstr_longlong(timestamp));
        tq->timestamp = timestamp;
        ret = TRUE;
    }
    else
    {
        ret = FALSE;
    }

    context_release(context);

    return ret;
}
void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *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, context_get_rt_surface(query->context));
        }
    }
    else
    {
        context = context_acquire(device, NULL);
        context_alloc_event_query(context, query);
    }

    gl_info = context->gl_info;

    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");
    }

    context_release(context);
}
示例#4
0
static BOOL wined3d_occlusion_query_ops_poll(struct wined3d_query *query)
{
    struct wined3d_occlusion_query *oq = query->extendedData;
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context;
    GLuint available;
    GLuint samples;
    BOOL ret;

    if (oq->context->tid != GetCurrentThreadId())
    {
        FIXME("%p Wrong thread, returning 1.\n", query);
        oq->samples = 1;
        return TRUE;
    }

    context = context_acquire(device, context_get_rt_surface(oq->context));

    GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT_AVAILABLE, &available));
    checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT_AVAILABLE)");
    TRACE("available %#x.\n", available);

    if (available)
    {
        GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT, &samples));
        checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT)");
        TRACE("Returning %d samples.\n", samples);
        oq->samples = samples;
        ret = TRUE;
    }
    else
    {
        ret = FALSE;
    }

    context_release(context);

    return ret;
}
static enum wined3d_event_query_result wined3d_event_query_test(const struct wined3d_event_query *query,
        const struct wined3d_device *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, context_get_rt_surface(query->context));
    gl_info = context->gl_info;

    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;
    }

    context_release(context);
    return ret;
}
static BOOL wined3d_occlusion_query_ops_poll(struct wined3d_query *query)
{
    struct wined3d_occlusion_query *oq = wined3d_occlusion_query_from_query(query);
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context;
    GLuint available;
    GLuint samples;
    BOOL ret;

#endif /* STAGING_CSMT */
    if (oq->context->tid != GetCurrentThreadId())
    {
        FIXME("%p Wrong thread, returning 1.\n", query);
#if !defined(STAGING_CSMT)
        samples = 1;
        fill_query_data(data, size, &samples, sizeof(samples));
        return S_OK;
#else  /* STAGING_CSMT */
        oq->samples = 1;
        return TRUE;
#endif /* STAGING_CSMT */
    }

    context = context_acquire(device, context_get_rt_surface(oq->context));

    GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT_AVAILABLE, &available));
    checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT_AVAILABLE)");
    TRACE("available %#x.\n", available);

    if (available)
    {
#if !defined(STAGING_CSMT)
        if (size)
        {
            GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT, &samples));
            checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT)");
            TRACE("Returning %d samples.\n", samples);
            fill_query_data(data, size, &samples, sizeof(samples));
        }
        res = S_OK;
#else  /* STAGING_CSMT */
        GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT, &samples));
        checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT)");
        TRACE("Returning %d samples.\n", samples);
        oq->samples = samples;
        ret = TRUE;
#endif /* STAGING_CSMT */
    }
    else
    {
#if !defined(STAGING_CSMT)
        res = S_FALSE;
#else  /* STAGING_CSMT */
        ret = FALSE;
#endif /* STAGING_CSMT */
    }

    context_release(context);

#if !defined(STAGING_CSMT)
    return res;
}
enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
        const struct wined3d_device *device)
{
    struct wined3d_context *context;
    const struct wined3d_gl_info *gl_info;
    enum wined3d_event_query_result ret;

    TRACE("query %p, device %p.\n", query, device);

    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, context_get_rt_surface(query->context));

    if (gl_info->supported[ARB_SYNC])
    {
        /* 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). */
        GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff));
        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;
    }

    context_release(context);
    return ret;
}
示例#8
0
文件: query.c 项目: AmesianX/wine
static HRESULT wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD flags)
{
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;

    TRACE("query %p, flags %#x.\n", query, flags);

    if (gl_info->supported[ARB_OCCLUSION_QUERY])
    {
        struct wined3d_occlusion_query *oq = query->extendedData;
        struct wined3d_context *context;

        /* This is allowed according to msdn and our tests. Reset the query and restart */
        if (flags & WINED3DISSUE_BEGIN)
        {
            if (query->state == QUERY_BUILDING)
            {
                if (oq->context->tid != GetCurrentThreadId())
                {
                    FIXME("Wrong thread, can't restart query.\n");

                    context_free_occlusion_query(oq);
                    context = context_acquire(query->device, NULL);
                    context_alloc_occlusion_query(context, oq);
                }
                else
                {
                    context = context_acquire(device, context_get_rt_surface(oq->context));

                    GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
                    checkGLcall("glEndQuery()");
                }
            }
            else
            {
                if (oq->context) context_free_occlusion_query(oq);
                context = context_acquire(query->device, NULL);
                context_alloc_occlusion_query(context, oq);
            }

            GL_EXTCALL(glBeginQuery(GL_SAMPLES_PASSED, oq->id));
            checkGLcall("glBeginQuery()");

            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 (query->state == QUERY_BUILDING)
            {
                if (oq->context->tid != GetCurrentThreadId())
                {
                    FIXME("Wrong thread, can't end query.\n");
                }
                else
                {
                    context = context_acquire(device, context_get_rt_surface(oq->context));

                    GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
                    checkGLcall("glEndQuery()");

                    context_release(context);
                }
            }
        }
    }
    else
    {
        FIXME("%p Occlusion queries not supported.\n", query);
    }

    if (flags & WINED3DISSUE_BEGIN)
        query->state = QUERY_BUILDING;
    else
        query->state = QUERY_SIGNALLED;

    return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL.    */
}
示例#9
0
文件: query.c 项目: AmesianX/wine
static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query,
        void *data, DWORD size, DWORD flags)
{
    struct wined3d_occlusion_query *oq = query->extendedData;
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context;
    GLuint available;
    GLuint samples;
    HRESULT res;

    TRACE("query %p, data %p, size %#x, flags %#x.\n", query, data, size, flags);

    if (!oq->context)
        query->state = QUERY_CREATED;

    if (query->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");
        samples = 0;
        fill_query_data(data, size, &samples, sizeof(samples));
        return S_OK;
    }

    if (query->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", query);
        samples = 1;
        fill_query_data(data, size, &samples, sizeof(samples));
        return S_OK;
    }

    if (oq->context->tid != GetCurrentThreadId())
    {
        FIXME("%p Wrong thread, returning 1.\n", query);
        samples = 1;
        fill_query_data(data, size, &samples, sizeof(samples));
        return S_OK;
    }

    context = context_acquire(device, context_get_rt_surface(oq->context));

    GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT_AVAILABLE, &available));
    checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT_AVAILABLE)");
    TRACE("available %#x.\n", available);

    if (available)
    {
        if (size)
        {
            GL_EXTCALL(glGetQueryObjectuiv(oq->id, GL_QUERY_RESULT, &samples));
            checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT)");
            TRACE("Returning %d samples.\n", samples);
            fill_query_data(data, size, &samples, sizeof(samples));
        }
        res = S_OK;
    }
    else
    {
        res = S_FALSE;
    }

    context_release(context);

    return res;
}