wined3d: Subclass queries.
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6dee6819b2
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071d4afb2b
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@ -1143,11 +1143,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
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HRESULT hr = WINED3DERR_NOTAVAILABLE;
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const IWineD3DQueryVtbl *vtable;
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/* Just a check to see if we support this type of query */
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switch(Type) {
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case WINED3DQUERYTYPE_OCCLUSION:
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TRACE("(%p) occlusion query\n", This);
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/* Use the base Query vtable until we have a occlusion query one */
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vtable = &IWineD3DQuery_Vtbl;
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if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
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hr = WINED3D_OK;
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else
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@ -1161,6 +1164,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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*/
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FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
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}
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vtable = &IWineD3DEventQuery_Vtbl;
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hr = WINED3D_OK;
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break;
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@ -1177,6 +1181,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
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case WINED3DQUERYTYPE_CACHEUTILIZATION:
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default:
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/* Use the base Query vtable until we have a special one for each query */
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vtable = &IWineD3DQuery_Vtbl;
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FIXME("(%p) Unhandled query type %d\n", This, Type);
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}
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if(NULL == ppQuery || hr != WINED3D_OK) {
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@ -1184,6 +1190,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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}
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D3DCREATEOBJECTINSTANCE(object, Query)
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object->lpVtbl = vtable;
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object->type = Type;
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object->state = QUERY_CREATED;
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/* allocated the 'extended' data based on the type of query requested */
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@ -158,28 +158,6 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
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}
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break;
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case WINED3DQUERYTYPE_EVENT:
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{
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BOOL* data = pData;
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WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
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if(pData == NULL || dwSize == 0) {
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break;
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} if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
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/* See comment in IWineD3DQuery::Issue, event query codeblock */
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WARN("Query context not active, reporting GPU idle\n");
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*data = TRUE;
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} else if(GL_SUPPORT(APPLE_FENCE)) {
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*data = GL_EXTCALL(glTestFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
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checkGLcall("glTestFenceAPPLE");
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} else if(GL_SUPPORT(NV_FENCE)) {
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*data = GL_EXTCALL(glTestFenceNV(((WineQueryEventData *)This->extendedData)->fenceId));
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checkGLcall("glTestFenceNV");
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} else {
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WARN("(%p): reporting GPU idle\n", This);
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*data = TRUE;
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}
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}
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break;
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case WINED3DQUERYTYPE_OCCLUSION:
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{
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DWORD* data = pData;
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@ -329,6 +307,32 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
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return res; /* S_OK if the query data is available*/
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}
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static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
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IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
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BOOL* data = pData;
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WineD3DContext *ctx;
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TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
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ctx = ((WineQueryEventData *)This->extendedData)->ctx;
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if(pData == NULL || dwSize == 0) {
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return S_OK;
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} if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
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/* See comment in IWineD3DQuery::Issue, event query codeblock */
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WARN("Query context not active, reporting GPU idle\n");
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*data = TRUE;
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} else if(GL_SUPPORT(APPLE_FENCE)) {
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*data = GL_EXTCALL(glTestFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
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checkGLcall("glTestFenceAPPLE");
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} else if(GL_SUPPORT(NV_FENCE)) {
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*data = GL_EXTCALL(glTestFenceNV(((WineQueryEventData *)This->extendedData)->fenceId));
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checkGLcall("glTestFenceNV");
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} else {
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WARN("(%p): reporting GPU idle\n", This);
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*data = TRUE;
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}
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return S_OK;
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}
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static DWORD WINAPI IWineD3DQueryImpl_GetDataSize(IWineD3DQuery* iface){
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IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
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@ -384,6 +388,11 @@ static DWORD WINAPI IWineD3DQueryImpl_GetDataSize(IWineD3DQuery* iface){
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return dataSize;
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}
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static DWORD WINAPI IWineD3DEventQueryImpl_GetDataSize(IWineD3DQuery* iface){
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TRACE("(%p) : type D3DQUERY_EVENT\n", iface);
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return sizeof(BOOL);
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}
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static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
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IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
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@ -391,6 +400,42 @@ static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
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}
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static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
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IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
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TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
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if (dwIssueFlags & WINED3DISSUE_END) {
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WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
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if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
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/* GL fences can be used only from the context that created them,
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* so if a different context is active, don't bother setting the query. The penalty
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* of a context switch is most likely higher than the gain of a correct query result
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*
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* If the query is used from a different thread, don't bother creating a multithread
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* context - there's no point in doing that as the query would be unusable anyway
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*/
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WARN("Query context not active\n");
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} else if(GL_SUPPORT(APPLE_FENCE)) {
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GL_EXTCALL(glSetFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
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checkGLcall("glSetFenceAPPLE");
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} else if (GL_SUPPORT(NV_FENCE)) {
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GL_EXTCALL(glSetFenceNV(((WineQueryEventData *)This->extendedData)->fenceId, GL_ALL_COMPLETED_NV));
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checkGLcall("glSetFenceNV");
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}
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} else if(dwIssueFlags & WINED3DISSUE_BEGIN) {
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/* Started implicitly at device creation */
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ERR("Event query issued with START flag - what to do?\n");
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}
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if(dwIssueFlags & WINED3DISSUE_BEGIN) {
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This->state = QUERY_BUILDING;
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} else {
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This->state = QUERY_SIGNALLED;
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}
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags){
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IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
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@ -430,31 +475,6 @@ static HRESULT WINAPI IWineD3DQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIs
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}
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break;
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case WINED3DQUERYTYPE_EVENT: {
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if (dwIssueFlags & WINED3DISSUE_END) {
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WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
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if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
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/* GL fences can be used only from the context that created them,
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* so if a different context is active, don't bother setting the query. The penalty
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* of a context switch is most likely higher than the gain of a correct query result
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*
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* If the query is used from a different thread, don't bother creating a multithread
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* context - there's no point in doing that as the query would be unusable anyway
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*/
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WARN("Query context not active\n");
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} else if(GL_SUPPORT(APPLE_FENCE)) {
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GL_EXTCALL(glSetFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
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checkGLcall("glSetFenceAPPLE");
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} else if (GL_SUPPORT(NV_FENCE)) {
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GL_EXTCALL(glSetFenceNV(((WineQueryEventData *)This->extendedData)->fenceId, GL_ALL_COMPLETED_NV));
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checkGLcall("glSetFenceNV");
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}
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} else if(dwIssueFlags & WINED3DISSUE_BEGIN) {
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/* Started implicitly at device creation */
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ERR("Event query issued with START flag - what to do?\n");
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}
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}
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default:
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/* The fixme is printed when the app asks for the resulting data */
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WARN("(%p) : Unhandled query type %#x\n", This, This->type);
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@ -489,3 +509,18 @@ const IWineD3DQueryVtbl IWineD3DQuery_Vtbl =
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IWineD3DQueryImpl_GetType,
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IWineD3DQueryImpl_Issue
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};
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const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DQueryImpl_QueryInterface,
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IWineD3DQueryImpl_AddRef,
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IWineD3DQueryImpl_Release,
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/*** IWineD3Dquery methods ***/
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IWineD3DQueryImpl_GetParent,
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IWineD3DQueryImpl_GetDevice,
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IWineD3DEventQueryImpl_GetData,
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IWineD3DEventQueryImpl_GetDataSize,
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IWineD3DQueryImpl_GetType,
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IWineD3DEventQueryImpl_Issue
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};
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@ -1571,6 +1571,7 @@ typedef struct IWineD3DQueryImpl
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} IWineD3DQueryImpl;
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extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
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extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
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/* Datastructures for IWineD3DQueryImpl.extendedData */
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typedef struct WineQueryOcclusionData {
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