wined3d: Add an ARB_sync implementation of event queries.
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c698171fa3
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96b150929b
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@ -532,32 +532,38 @@ void context_alloc_event_query(struct wined3d_context *context, struct wined3d_e
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if (context->free_event_query_count)
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{
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query->id = context->free_event_queries[--context->free_event_query_count];
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query->object = context->free_event_queries[--context->free_event_query_count];
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}
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else
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{
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if (gl_info->supported[APPLE_FENCE])
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if (gl_info->supported[ARB_SYNC])
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{
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/* Using ARB_sync, not much to do here. */
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query->object.sync = NULL;
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TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
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}
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else if (gl_info->supported[APPLE_FENCE])
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{
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ENTER_GL();
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GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
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GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
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checkGLcall("glGenFencesAPPLE");
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LEAVE_GL();
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TRACE("Allocated event query %u in context %p.\n", query->id, context);
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TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
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}
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else if(gl_info->supported[NV_FENCE])
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{
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ENTER_GL();
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GL_EXTCALL(glGenFencesNV(1, &query->id));
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GL_EXTCALL(glGenFencesNV(1, &query->object.id));
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checkGLcall("glGenFencesNV");
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LEAVE_GL();
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TRACE("Allocated event query %u in context %p.\n", query->id, context);
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TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
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}
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else
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{
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WARN("Event queries not supported, not allocating query id.\n");
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query->id = 0;
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query->object.id = 0;
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}
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}
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@ -575,12 +581,12 @@ void context_free_event_query(struct wined3d_event_query *query)
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if (context->free_event_query_count >= context->free_event_query_size - 1)
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{
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UINT new_size = context->free_event_query_size << 1;
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GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
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union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
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new_size * sizeof(*context->free_event_queries));
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if (!new_data)
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{
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ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
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ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
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return;
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}
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@ -588,7 +594,7 @@ void context_free_event_query(struct wined3d_event_query *query)
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context->free_event_queries = new_data;
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}
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context->free_event_queries[context->free_event_query_count++] = query->id;
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context->free_event_queries[context->free_event_query_count++] = query->object;
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}
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void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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@ -661,6 +667,7 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
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struct fbo_entry *entry, *entry2;
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HGLRC restore_ctx;
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HDC restore_dc;
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unsigned int i;
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restore_ctx = pwglGetCurrentContext();
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restore_dc = pwglGetCurrentDC();
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@ -682,8 +689,12 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
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{
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if (context->valid)
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{
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if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
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else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
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if (gl_info->supported[ARB_SYNC])
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{
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if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
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}
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else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
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else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
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}
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event_query->context = NULL;
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}
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@ -720,10 +731,24 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
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if (gl_info->supported[ARB_OCCLUSION_QUERY])
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GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
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if (gl_info->supported[APPLE_FENCE])
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GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
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if (gl_info->supported[ARB_SYNC])
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{
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if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
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}
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else if (gl_info->supported[APPLE_FENCE])
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{
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for (i = 0; i < context->free_event_query_count; ++i)
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{
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GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
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}
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}
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else if (gl_info->supported[NV_FENCE])
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GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
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{
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for (i = 0; i < context->free_event_query_count; ++i)
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{
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GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
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}
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}
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checkGLcall("context cleanup");
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}
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@ -195,7 +195,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
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return S_OK;
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}
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if (query->context->tid != GetCurrentThreadId())
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if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
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{
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/* See comment in IWineD3DQuery::Issue, event query codeblock */
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FIXME("Wrong thread, reporting GPU idle.\n");
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@ -209,14 +209,37 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
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ENTER_GL();
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if (gl_info->supported[APPLE_FENCE])
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if (gl_info->supported[ARB_SYNC])
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{
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*data = GL_EXTCALL(glTestFenceAPPLE(query->id));
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GLenum ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
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checkGLcall("glClientWaitSync");
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switch (ret)
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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*data = TRUE;
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break;
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case GL_TIMEOUT_EXPIRED:
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*data = FALSE;
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break;
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case GL_WAIT_FAILED:
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default:
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ERR("glClientWaitSync returned %#x.\n", ret);
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*data = FALSE;
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break;
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}
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}
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else if (gl_info->supported[APPLE_FENCE])
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{
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*data = GL_EXTCALL(glTestFenceAPPLE(query->object.id));
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checkGLcall("glTestFenceAPPLE");
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}
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else if (gl_info->supported[NV_FENCE])
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{
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*data = GL_EXTCALL(glTestFenceNV(query->id));
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*data = GL_EXTCALL(glTestFenceNV(query->object.id));
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checkGLcall("glTestFenceNV");
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}
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else
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@ -262,7 +285,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
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if (query->context)
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{
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if (query->context->tid != GetCurrentThreadId())
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if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
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{
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context_free_event_query(query);
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context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
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@ -283,14 +306,21 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
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ENTER_GL();
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if (gl_info->supported[APPLE_FENCE])
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if (gl_info->supported[ARB_SYNC])
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{
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GL_EXTCALL(glSetFenceAPPLE(query->id));
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if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
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checkGLcall("glDeleteSync");
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query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
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checkGLcall("glFenceSync");
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}
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else if (gl_info->supported[APPLE_FENCE])
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{
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GL_EXTCALL(glSetFenceAPPLE(query->object.id));
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checkGLcall("glSetFenceAPPLE");
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}
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else if (gl_info->supported[NV_FENCE])
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{
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GL_EXTCALL(glSetFenceNV(query->id, GL_ALL_COMPLETED_NV));
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GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
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checkGLcall("glSetFenceNV");
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}
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@ -450,7 +480,8 @@ HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
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case WINED3DQUERYTYPE_EVENT:
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TRACE("Event query.\n");
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if (!gl_info->supported[NV_FENCE] && !gl_info->supported[APPLE_FENCE])
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if (!gl_info->supported[ARB_SYNC] && !gl_info->supported[NV_FENCE]
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&& !gl_info->supported[APPLE_FENCE])
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{
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/* Half-Life 2 needs this query. It does not render the main
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* menu correctly otherwise. Pretend to support it, faking
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@ -1014,10 +1014,16 @@ struct wined3d_occlusion_query
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struct wined3d_context *context;
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};
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union wined3d_gl_query_object
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{
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GLuint id;
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GLsync sync;
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};
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struct wined3d_event_query
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{
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struct list entry;
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GLuint id;
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union wined3d_gl_query_object object;
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struct wined3d_context *context;
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};
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@ -1090,7 +1096,7 @@ struct wined3d_context
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UINT free_occlusion_query_count;
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struct list occlusion_queries;
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GLuint *free_event_queries;
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union wined3d_gl_query_object *free_event_queries;
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UINT free_event_query_size;
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UINT free_event_query_count;
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struct list event_queries;
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