wined3d: Manage event queries in the context.
This commit is contained in:
parent
4ab7af6575
commit
fb77678e9f
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@ -2,6 +2,7 @@
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* Context and render target management in wined3d
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*
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -508,6 +509,72 @@ void context_free_occlusion_query(struct wined3d_occlusion_query *query)
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context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
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}
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/* Context activation is done by the caller. */
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void context_alloc_event_query(struct WineD3DContext *context, struct wined3d_event_query *query)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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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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}
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else
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{
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if (GL_SUPPORT(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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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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}
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else if(GL_SUPPORT(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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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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}
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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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}
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}
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query->context = context;
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list_add_head(&context->event_queries, &query->entry);
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}
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void context_free_event_query(struct wined3d_event_query *query)
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{
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struct WineD3DContext *context = query->context;
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list_remove(&query->entry);
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query->context = NULL;
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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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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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return;
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}
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context->free_event_query_size = new_size;
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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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}
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void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -562,6 +629,7 @@ static void context_destroy_gl_resources(struct WineD3DContext *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_occlusion_query *occlusion_query;
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struct wined3d_event_query *event_query;
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struct fbo_entry *entry, *entry2;
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BOOL has_glctx;
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@ -576,6 +644,16 @@ static void context_destroy_gl_resources(struct WineD3DContext *context)
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occlusion_query->context = NULL;
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}
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LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
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{
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if (has_glctx)
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{
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if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
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else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
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}
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event_query->context = NULL;
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}
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
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if (!has_glctx) entry->id = 0;
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context_destroy_fbo_entry(context, entry);
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@ -599,12 +677,18 @@ static void context_destroy_gl_resources(struct WineD3DContext *context)
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GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
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if (GL_SUPPORT(APPLE_FENCE))
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GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
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else if (GL_SUPPORT(NV_FENCE))
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GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
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checkGLcall("context cleanup");
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}
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
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HeapFree(GetProcessHeap(), 0, context->free_event_queries);
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if (!pwglMakeCurrent(NULL, NULL))
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{
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@ -1169,6 +1253,13 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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list_init(&ret->occlusion_queries);
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ret->free_event_query_size = 4;
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ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
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ret->free_event_query_size * sizeof(*ret->free_event_queries));
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if (!ret->free_event_queries) goto out;
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list_init(&ret->event_queries);
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TRACE("Successfully created new context %p\n", ret);
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list_init(&ret->fbo_list);
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@ -1266,6 +1357,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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out:
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if (ret)
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{
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HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
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HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
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HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
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@ -1196,19 +1196,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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break;
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case WINED3DQUERYTYPE_EVENT:
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object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
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((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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if(GL_SUPPORT(APPLE_FENCE)) {
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GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
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checkGLcall("glGenFencesAPPLE");
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} else if(GL_SUPPORT(NV_FENCE)) {
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GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
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checkGLcall("glGenFencesNV");
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}
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LEAVE_GL();
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object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_event_query));
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((struct wined3d_event_query *)object->extendedData)->context = NULL;
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break;
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case WINED3DQUERYTYPE_VCACHE:
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@ -68,31 +68,9 @@ static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
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* context, and (still) leaking the actual query. */
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if (This->type == WINED3DQUERYTYPE_EVENT)
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{
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WineQueryEventData *query_data = (WineQueryEventData *)This->extendedData;
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struct wined3d_event_query *query = This->extendedData;
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if (query_data->ctx->tid != GetCurrentThreadId())
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{
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FIXME("Query was created in a different thread, skipping deletion.\n");
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}
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else
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{
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ActivateContext(This->wineD3DDevice, query_data->ctx->surface, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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if (GL_SUPPORT(APPLE_FENCE))
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{
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GL_EXTCALL(glDeleteFencesAPPLE(1, &query_data->fenceId));
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checkGLcall("glDeleteFencesAPPLE");
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}
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else if (GL_SUPPORT(NV_FENCE))
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{
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GL_EXTCALL(glDeleteFencesNV(1, &query_data->fenceId));
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checkGLcall("glDeleteFencesNV");
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}
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LEAVE_GL();
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}
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if (query->context) context_free_event_query(query);
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}
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else if (This->type == WINED3DQUERYTYPE_OCCLUSION)
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{
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@ -362,14 +340,14 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
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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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struct wined3d_event_query *query = This->extendedData;
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BOOL* data = pData;
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WineQueryEventData *query_data = (WineQueryEventData *)This->extendedData;
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TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
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if (!pData || !dwSize) return S_OK;
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if (query_data->ctx->tid != GetCurrentThreadId())
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if (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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@ -378,18 +356,18 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
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return S_OK;
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}
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ActivateContext(This->wineD3DDevice, query_data->ctx->surface, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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if (GL_SUPPORT(APPLE_FENCE))
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{
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*data = GL_EXTCALL(glTestFenceAPPLE(query_data->fenceId));
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*data = GL_EXTCALL(glTestFenceAPPLE(query->id));
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checkGLcall("glTestFenceAPPLE");
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}
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else if (GL_SUPPORT(NV_FENCE))
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{
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*data = GL_EXTCALL(glTestFenceNV(query_data->fenceId));
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*data = GL_EXTCALL(glTestFenceNV(query->id));
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checkGLcall("glTestFenceNV");
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}
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else
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@ -478,39 +456,45 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
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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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{
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WineQueryEventData *query_data = (WineQueryEventData *)This->extendedData;
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struct wined3d_event_query *query = This->extendedData;
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struct WineD3DContext *context;
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if (query_data->ctx->tid != GetCurrentThreadId())
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if (query->context)
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{
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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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if (query->context->tid != GetCurrentThreadId())
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{
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context_free_event_query(query);
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context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
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context_alloc_event_query(context, query);
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}
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else
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{
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ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
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}
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}
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else
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{
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ActivateContext(This->wineD3DDevice, query_data->ctx->surface, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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if (GL_SUPPORT(APPLE_FENCE))
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{
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GL_EXTCALL(glSetFenceAPPLE(query_data->fenceId));
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checkGLcall("glSetFenceAPPLE");
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}
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else if (GL_SUPPORT(NV_FENCE))
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{
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GL_EXTCALL(glSetFenceNV(query_data->fenceId, GL_ALL_COMPLETED_NV));
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checkGLcall("glSetFenceNV");
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}
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LEAVE_GL();
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context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
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context_alloc_event_query(context, query);
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}
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} else if(dwIssueFlags & WINED3DISSUE_BEGIN) {
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ENTER_GL();
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if (GL_SUPPORT(APPLE_FENCE))
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{
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GL_EXTCALL(glSetFenceAPPLE(query->id));
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checkGLcall("glSetFenceAPPLE");
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}
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else if (GL_SUPPORT(NV_FENCE))
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{
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GL_EXTCALL(glSetFenceNV(query->id, GL_ALL_COMPLETED_NV));
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checkGLcall("glSetFenceNV");
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}
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LEAVE_GL();
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}
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else if(dwIssueFlags & WINED3DISSUE_BEGIN)
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{
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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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@ -1195,6 +1195,13 @@ struct wined3d_occlusion_query
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struct WineD3DContext *context;
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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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struct WineD3DContext *context;
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};
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/* The new context manager that should deal with onscreen and offscreen rendering */
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struct WineD3DContext
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{
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@ -1261,6 +1268,11 @@ struct WineD3DContext
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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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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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/* Extension emulation */
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GLint gl_fog_source;
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GLfloat fog_coord_value;
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@ -1278,6 +1290,7 @@ typedef enum ContextUsage {
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struct WineD3DContext *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
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WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
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void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
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void context_alloc_event_query(struct WineD3DContext *context, struct wined3d_event_query *query);
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void context_alloc_occlusion_query(struct WineD3DContext *context, struct wined3d_occlusion_query *query);
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void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
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void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo);
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@ -1285,6 +1298,7 @@ void context_attach_depth_stencil_fbo(struct WineD3DContext *context,
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GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
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void context_attach_surface_fbo(const struct WineD3DContext *context,
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GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
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void context_free_event_query(struct wined3d_event_query *query);
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void context_free_occlusion_query(struct wined3d_occlusion_query *query);
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struct WineD3DContext *context_get_current(void);
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DWORD context_get_tls_idx(void);
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@ -2364,12 +2378,6 @@ extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
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extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
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extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
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/* Datastructures for IWineD3DQueryImpl.extendedData */
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typedef struct WineQueryEventData {
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GLuint fenceId;
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WineD3DContext *ctx;
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} WineQueryEventData;
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/* IWineD3DBuffer */
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/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
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