Sweden-Number/dlls/wined3d/query.c

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/*
* IWineD3DQuery implementation
*
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger 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"
/*
* Occlusion Queries:
* http://www.gris.uni-tuebingen.de/~bartz/Publications/paper/hww98.pdf
* http://oss.sgi.com/projects/ogl-sample/registry/ARB/occlusion_query.txt
*/
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
/* *******************************************
IWineD3DQuery IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DQueryImpl_QueryInterface(IWineD3DQuery *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DQuery)) {
IUnknown_AddRef(iface);
*ppobj = This;
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return S_OK;
}
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*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DQueryImpl_AddRef(IWineD3DQuery *iface) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
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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;
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* 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) {
if (((WineQueryEventData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
|| This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
{
FIXME("Query was created in a different context, skipping deletion\n");
}
else if(GL_SUPPORT(APPLE_FENCE))
{
GL_EXTCALL(glDeleteFencesAPPLE(1, &((WineQueryEventData *)(This->extendedData))->fenceId));
checkGLcall("glDeleteFencesAPPLE");
} else if(GL_SUPPORT(NV_FENCE)) {
GL_EXTCALL(glDeleteFencesNV(1, &((WineQueryEventData *)(This->extendedData))->fenceId));
checkGLcall("glDeleteFencesNV");
}
} else if(This->type == WINED3DQUERYTYPE_OCCLUSION && GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
|| This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
{
FIXME("Query was created in a different context, skipping deletion\n");
}
else
{
GL_EXTCALL(glDeleteQueriesARB(1, &((WineQueryOcclusionData *)(This->extendedData))->queryId));
checkGLcall("glDeleteQueriesARB");
}
}
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, This->extendedData);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* *******************************************
IWineD3DQuery IWineD3DQuery parts follow
******************************************* */
static HRESULT WINAPI IWineD3DQueryImpl_GetParent(IWineD3DQuery *iface, IUnknown** parent){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
*parent= (IUnknown*) parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DQueryImpl_GetDevice(IWineD3DQuery* iface, IWineD3DDevice **pDevice){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice);
*pDevice = (IWineD3DDevice *)This->wineD3DDevice;
TRACE("(%p) returning %p\n", This, *pDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
HRESULT res = S_OK;
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TRACE("(%p) : type %#x, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, This->type, pData, dwSize, dwGetDataFlags);
switch (This->type){
case WINED3DQUERYTYPE_VCACHE:
{
WINED3DDEVINFO_VCACHE *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_VCACHE\n", This);
if(pData == NULL || dwSize == 0) break;
data->Pattern = WINEMAKEFOURCC('C','A','C','H');
data->OptMethod = 0; /*0 get longest strips, 1 optimize vertex cache*/
data->CacheSize = 0; /*cache size, only required if OptMethod == 1*/
data->MagicNumber = 0; /*only required if OptMethod == 1 (used internally)*/
}
break;
case WINED3DQUERYTYPE_RESOURCEMANAGER:
{
WINED3DDEVINFO_RESOURCEMANAGER *data = pData;
int i;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_RESOURCEMANAGER\n", This);
if(pData == NULL || dwSize == 0) break;
for(i = 0; i < WINED3DRTYPECOUNT; i++){
/*I'm setting the default values to 1 so as to reduce the risk of a div/0 in the caller*/
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/* isTextureResident could be used to get some of this information */
data->stats[i].bThrashing = FALSE;
data->stats[i].ApproxBytesDownloaded = 1;
data->stats[i].NumEvicts = 1;
data->stats[i].NumVidCreates = 1;
data->stats[i].LastPri = 1;
data->stats[i].NumUsed = 1;
data->stats[i].NumUsedInVidMem = 1;
data->stats[i].WorkingSet = 1;
data->stats[i].WorkingSetBytes = 1;
data->stats[i].TotalManaged = 1;
data->stats[i].TotalBytes = 1;
}
}
break;
case WINED3DQUERYTYPE_VERTEXSTATS:
{
WINED3DDEVINFO_VERTEXSTATS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_VERTEXSTATS\n", This);
if(pData == NULL || dwSize == 0) break;
data->NumRenderedTriangles = 1;
data->NumExtraClippingTriangles = 1;
}
break;
case WINED3DQUERYTYPE_TIMESTAMP:
{
UINT64* data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_TIMESTAMP\n", This);
if(pData == NULL || dwSize == 0) break;
*data = 1; /*Don't know what this is supposed to be*/
}
break;
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
{
BOOL* data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_TIMESTAMPDISJOINT\n", This);
if(pData == NULL || dwSize == 0) break;
*data = FALSE; /*Don't know what this is supposed to be*/
}
break;
case WINED3DQUERYTYPE_TIMESTAMPFREQ:
{
UINT64* data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_TIMESTAMPFREQ\n", This);
if(pData == NULL || dwSize == 0) break;
*data = 1; /*Don't know what this is supposed to be*/
}
break;
case WINED3DQUERYTYPE_PIPELINETIMINGS:
{
WINED3DDEVINFO_PIPELINETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_PIPELINETIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
data->VertexProcessingTimePercent = 1.0f;
data->PixelProcessingTimePercent = 1.0f;
data->OtherGPUProcessingTimePercent = 97.0f;
data->GPUIdleTimePercent = 1.0f;
}
break;
case WINED3DQUERYTYPE_INTERFACETIMINGS:
{
WINED3DDEVINFO_INTERFACETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_INTERFACETIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
data->WaitingForGPUToUseApplicationResourceTimePercent = 1.0f;
data->WaitingForGPUToAcceptMoreCommandsTimePercent = 1.0f;
data->WaitingForGPUToStayWithinLatencyTimePercent = 1.0f;
data->WaitingForGPUExclusiveResourceTimePercent = 1.0f;
data->WaitingForGPUOtherTimePercent = 96.0f;
}
break;
case WINED3DQUERYTYPE_VERTEXTIMINGS:
{
WINED3DDEVINFO_STAGETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_VERTEXTIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
data->MemoryProcessingPercent = 50.0f;
data->ComputationProcessingPercent = 50.0f;
}
break;
case WINED3DQUERYTYPE_PIXELTIMINGS:
{
WINED3DDEVINFO_STAGETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_PIXELTIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
data->MemoryProcessingPercent = 50.0f;
data->ComputationProcessingPercent = 50.0f;
}
break;
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
{
WINED3DDEVINFO_BANDWIDTHTIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_BANDWIDTHTIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
data->MaxBandwidthUtilized = 1.0f;
data->FrontEndUploadMemoryUtilizedPercent = 1.0f;
data->VertexRateUtilizedPercent = 1.0f;
data->TriangleSetupRateUtilizedPercent = 1.0f;
data->FillRateUtilizedPercent = 97.0f;
}
break;
case WINED3DQUERYTYPE_CACHEUTILIZATION:
{
WINED3DDEVINFO_CACHEUTILIZATION *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_CACHEUTILIZATION\n", This);
if(pData == NULL || dwSize == 0) break;
data->TextureCacheHitRate = 1.0f;
data->PostTransformVertexCacheHitRate = 1.0f;
}
break;
default:
FIXME("(%p) Unhandled query type %d\n",This , This->type);
};
/*dwGetDataFlags = 0 || D3DGETDATA_FLUSH
D3DGETDATA_FLUSH may return WINED3DERR_DEVICELOST if the device is lost
*/
return res; /* S_OK if the query data is available*/
}
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
GLuint queryId = ((WineQueryOcclusionData *)This->extendedData)->queryId;
DWORD* data = pData;
GLuint available;
GLuint samples;
HRESULT res;
TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
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_SUPPORT(ARB_OCCLUSION_QUERY))
{
WARN("(%p) : Occlusion queries not supported. Returning 1.\n", This);
*data = 1;
return S_OK;
}
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
|| This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
{
FIXME("%p Wrong context, returning 1.\n", This);
*data = 1;
return S_OK;
}
ENTER_GL();
GL_EXTCALL(glGetQueryObjectuivARB(queryId, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)\n");
TRACE("(%p) : available %d.\n", This, available);
if (available)
{
if (data)
{
GL_EXTCALL(glGetQueryObjectuivARB(queryId, GL_QUERY_RESULT_ARB, &samples));
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)\n");
TRACE("(%p) : Returning %d samples.\n", This, samples);
*data = samples;
}
res = S_OK;
}
else
{
res = S_FALSE;
}
LEAVE_GL();
return res;
}
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static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
BOOL* data = pData;
WineD3DContext *ctx;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(pData == NULL || dwSize == 0) {
return S_OK;
} if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* See comment in IWineD3DQuery::Issue, event query codeblock */
FIXME("Query context not active, reporting GPU idle\n");
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*data = TRUE;
} else if(GL_SUPPORT(APPLE_FENCE)) {
ENTER_GL();
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*data = GL_EXTCALL(glTestFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceAPPLE");
LEAVE_GL();
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} else if(GL_SUPPORT(NV_FENCE)) {
ENTER_GL();
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*data = GL_EXTCALL(glTestFenceNV(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceNV");
LEAVE_GL();
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} else {
WARN("(%p): reporting GPU idle\n", This);
*data = TRUE;
}
return S_OK;
}
static DWORD WINAPI IWineD3DQueryImpl_GetDataSize(IWineD3DQuery* iface){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
int dataSize = 0;
TRACE("(%p) : type %#x\n", This, This->type);
switch(This->type){
case WINED3DQUERYTYPE_VCACHE:
dataSize = sizeof(WINED3DDEVINFO_VCACHE);
break;
case WINED3DQUERYTYPE_RESOURCEMANAGER:
dataSize = sizeof(WINED3DDEVINFO_RESOURCEMANAGER);
break;
case WINED3DQUERYTYPE_VERTEXSTATS:
dataSize = sizeof(WINED3DDEVINFO_VERTEXSTATS);
break;
case WINED3DQUERYTYPE_EVENT:
dataSize = sizeof(BOOL);
break;
case WINED3DQUERYTYPE_TIMESTAMP:
dataSize = sizeof(UINT64);
break;
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
dataSize = sizeof(BOOL);
break;
case WINED3DQUERYTYPE_TIMESTAMPFREQ:
dataSize = sizeof(UINT64);
break;
case WINED3DQUERYTYPE_PIPELINETIMINGS:
dataSize = sizeof(WINED3DDEVINFO_PIPELINETIMINGS);
break;
case WINED3DQUERYTYPE_INTERFACETIMINGS:
dataSize = sizeof(WINED3DDEVINFO_INTERFACETIMINGS);
break;
case WINED3DQUERYTYPE_VERTEXTIMINGS:
dataSize = sizeof(WINED3DDEVINFO_STAGETIMINGS);
break;
case WINED3DQUERYTYPE_PIXELTIMINGS:
dataSize = sizeof(WINED3DDEVINFO_STAGETIMINGS);
break;
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
dataSize = sizeof(WINED3DQUERYTYPE_BANDWIDTHTIMINGS);
break;
case WINED3DQUERYTYPE_CACHEUTILIZATION:
dataSize = sizeof(WINED3DDEVINFO_CACHEUTILIZATION);
break;
default:
FIXME("(%p) Unhandled query type %d\n",This , This->type);
dataSize = 0;
}
return dataSize;
}
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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;
}
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static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
if (dwIssueFlags & WINED3DISSUE_END) {
WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* GL fences can be used only from the context that created them,
* so if a different context is active, don't bother setting the query. The penalty
* of a context switch is most likely higher than the gain of a correct query result
*
* If the query is used from a different thread, don't bother creating a multithread
* context - there's no point in doing that as the query would be unusable anyway
*/
WARN("Query context not active\n");
} else if(GL_SUPPORT(APPLE_FENCE)) {
ENTER_GL();
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GL_EXTCALL(glSetFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glSetFenceAPPLE");
LEAVE_GL();
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} else if (GL_SUPPORT(NV_FENCE)) {
ENTER_GL();
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GL_EXTCALL(glSetFenceNV(((WineQueryEventData *)This->extendedData)->fenceId, GL_ALL_COMPLETED_NV));
checkGLcall("glSetFenceNV");
LEAVE_GL();
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}
} else if(dwIssueFlags & WINED3DISSUE_BEGIN) {
/* Started implicitly at device creation */
ERR("Event query issued with START flag - what to do?\n");
}
if(dwIssueFlags & WINED3DISSUE_BEGIN) {
This->state = QUERY_BUILDING;
} else {
This->state = QUERY_SIGNALLED;
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
if (GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
WineD3DContext *ctx = ((WineQueryOcclusionData *)This->extendedData)->ctx;
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
FIXME("Not the owning context, can't start query\n");
} else {
ENTER_GL();
/* This is allowed according to msdn and our tests. Reset the query and restart */
if (dwIssueFlags & WINED3DISSUE_BEGIN) {
if(This->state == QUERY_BUILDING) {
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
}
GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, ((WineQueryOcclusionData *)This->extendedData)->queryId));
checkGLcall("glBeginQuery()");
}
if (dwIssueFlags & 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) {
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
}
}
LEAVE_GL();
}
} else {
FIXME("(%p) : Occlusion queries not supported\n", This);
}
if(dwIssueFlags & WINED3DISSUE_BEGIN) {
This->state = QUERY_BUILDING;
} else {
This->state = QUERY_SIGNALLED;
}
return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
}
static HRESULT WINAPI IWineD3DQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
TRACE("(%p) : dwIssueFlags %#x, type %#x\n", This, dwIssueFlags, This->type);
/* The fixme is printed when the app asks for the resulting data */
WARN("(%p) : Unhandled query type %#x\n", This, This->type);
if(dwIssueFlags & WINED3DISSUE_BEGIN) {
This->state = QUERY_BUILDING;
} else {
This->state = QUERY_SIGNALLED;
}
return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
}
/**********************************************************
* IWineD3DQuery VTbl follows
**********************************************************/
const IWineD3DQueryVtbl IWineD3DQuery_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DQueryImpl_QueryInterface,
IWineD3DQueryImpl_AddRef,
IWineD3DQueryImpl_Release,
/*** IWineD3Dquery methods ***/
IWineD3DQueryImpl_GetParent,
IWineD3DQueryImpl_GetDevice,
IWineD3DQueryImpl_GetData,
IWineD3DQueryImpl_GetDataSize,
IWineD3DQueryImpl_GetType,
IWineD3DQueryImpl_Issue
};
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const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DQueryImpl_QueryInterface,
IWineD3DQueryImpl_AddRef,
IWineD3DQueryImpl_Release,
/*** IWineD3Dquery methods ***/
IWineD3DQueryImpl_GetParent,
IWineD3DQueryImpl_GetDevice,
IWineD3DEventQueryImpl_GetData,
IWineD3DEventQueryImpl_GetDataSize,
IWineD3DQueryImpl_GetType,
IWineD3DEventQueryImpl_Issue
};
const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DQueryImpl_QueryInterface,
IWineD3DQueryImpl_AddRef,
IWineD3DQueryImpl_Release,
/*** IWineD3Dquery methods ***/
IWineD3DQueryImpl_GetParent,
IWineD3DQueryImpl_GetDevice,
IWineD3DOcclusionQueryImpl_GetData,
IWineD3DOcclusionQueryImpl_GetDataSize,
IWineD3DQueryImpl_GetType,
IWineD3DOcclusionQueryImpl_Issue
};