wined3d: Get rid of redundant ARB_occlusion_query checks.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -337,14 +337,6 @@ static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query,
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return S_FALSE;
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}
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if (!gl_info->supported[ARB_OCCLUSION_QUERY])
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{
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WARN("%p Occlusion queries not supported. Returning 1.\n", query);
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samples = 1;
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fill_query_data(data, size, &samples, sizeof(samples));
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return S_OK;
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}
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if (oq->context->tid != GetCurrentThreadId())
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{
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FIXME("%p Wrong thread, returning 1.\n", query);
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@ -461,76 +453,69 @@ static HRESULT wined3d_event_query_ops_issue(struct wined3d_query *query, DWORD
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static HRESULT wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD flags)
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{
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struct wined3d_occlusion_query *oq = query->extendedData;
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struct wined3d_device *device = query->device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_context *context;
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TRACE("query %p, flags %#x.\n", query, flags);
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if (gl_info->supported[ARB_OCCLUSION_QUERY])
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/* This is allowed according to MSDN and our tests. Reset the query and
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* restart. */
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if (flags & WINED3DISSUE_BEGIN)
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{
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struct wined3d_occlusion_query *oq = query->extendedData;
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struct wined3d_context *context;
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/* This is allowed according to msdn and our tests. Reset the query and restart */
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if (flags & WINED3DISSUE_BEGIN)
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if (query->state == QUERY_BUILDING)
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{
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if (query->state == QUERY_BUILDING)
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if (oq->context->tid != GetCurrentThreadId())
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{
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if (oq->context->tid != GetCurrentThreadId())
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{
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FIXME("Wrong thread, can't restart query.\n");
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FIXME("Wrong thread, can't restart query.\n");
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context_free_occlusion_query(oq);
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context = context_acquire(query->device, NULL);
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context_alloc_occlusion_query(context, oq);
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}
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else
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{
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context = context_acquire(device, context_get_rt_surface(oq->context));
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GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
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checkGLcall("glEndQuery()");
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}
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}
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else
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{
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if (oq->context) context_free_occlusion_query(oq);
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context_free_occlusion_query(oq);
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context = context_acquire(query->device, NULL);
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context_alloc_occlusion_query(context, oq);
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}
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GL_EXTCALL(glBeginQuery(GL_SAMPLES_PASSED, oq->id));
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checkGLcall("glBeginQuery()");
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context_release(context);
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}
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if (flags & WINED3DISSUE_END)
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{
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/* Msdn says _END on a non-building occlusion query returns an error, but
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* our tests show that it returns OK. But OpenGL doesn't like it, so avoid
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* generating an error
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*/
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if (query->state == QUERY_BUILDING)
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else
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{
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if (oq->context->tid != GetCurrentThreadId())
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{
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FIXME("Wrong thread, can't end query.\n");
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}
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else
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{
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context = context_acquire(device, context_get_rt_surface(oq->context));
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context = context_acquire(device, context_get_rt_surface(oq->context));
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GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
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checkGLcall("glEndQuery()");
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context_release(context);
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}
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GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
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checkGLcall("glEndQuery()");
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}
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}
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else
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{
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if (oq->context)
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context_free_occlusion_query(oq);
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context = context_acquire(query->device, NULL);
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context_alloc_occlusion_query(context, oq);
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}
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GL_EXTCALL(glBeginQuery(GL_SAMPLES_PASSED, oq->id));
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checkGLcall("glBeginQuery()");
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context_release(context);
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}
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else
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if (flags & WINED3DISSUE_END)
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{
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FIXME("%p Occlusion queries not supported.\n", query);
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/* MSDN says END on a non-building occlusion query returns an error,
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* but our tests show that it returns OK. But OpenGL doesn't like it,
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* so avoid generating an error. */
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if (query->state == QUERY_BUILDING)
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{
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if (oq->context->tid != GetCurrentThreadId())
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{
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FIXME("Wrong thread, can't end query.\n");
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}
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else
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{
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context = context_acquire(device, context_get_rt_surface(oq->context));
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GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
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checkGLcall("glEndQuery()");
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context_release(context);
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}
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}
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}
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if (flags & WINED3DISSUE_BEGIN)
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