/* * IWineD3DQuery implementation * * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet 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" WINE_DEFAULT_DEBUG_CHANNEL(d3d); BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) { return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE]; } void wined3d_event_query_destroy(struct wined3d_event_query *query) { if (query->context) context_free_event_query(query); HeapFree(GetProcessHeap(), 0, query); } enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) { struct wined3d_context *context; const struct wined3d_gl_info *gl_info; enum wined3d_event_query_result ret; BOOL fence_result; TRACE("(%p) : device %p\n", query, device); if (query->context == NULL) { TRACE("Query not started\n"); return WINED3D_EVENT_QUERY_NOT_STARTED; } if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId()) { WARN("Event query tested from wrong thread\n"); return WINED3D_EVENT_QUERY_WRONG_THREAD; } context = context_acquire(device, query->context->current_rt); gl_info = context->gl_info; ENTER_GL(); if (gl_info->supported[ARB_SYNC]) { GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0)); checkGLcall("glClientWaitSync"); switch (gl_ret) { case GL_ALREADY_SIGNALED: case GL_CONDITION_SATISFIED: ret = WINED3D_EVENT_QUERY_OK; break; case GL_TIMEOUT_EXPIRED: ret = WINED3D_EVENT_QUERY_WAITING; break; case GL_WAIT_FAILED: default: ERR("glClientWaitSync returned %#x.\n", gl_ret); ret = WINED3D_EVENT_QUERY_ERROR; } } else if (gl_info->supported[APPLE_FENCE]) { fence_result = GL_EXTCALL(glTestFenceAPPLE(query->object.id)); checkGLcall("glTestFenceAPPLE"); if (fence_result) ret = WINED3D_EVENT_QUERY_OK; else ret = WINED3D_EVENT_QUERY_WAITING; } else if (gl_info->supported[NV_FENCE]) { fence_result = GL_EXTCALL(glTestFenceNV(query->object.id)); checkGLcall("glTestFenceNV"); if (fence_result) ret = WINED3D_EVENT_QUERY_OK; else ret = WINED3D_EVENT_QUERY_WAITING; } else { ERR("Event query created despite lack of GL support\n"); ret = WINED3D_EVENT_QUERY_ERROR; } LEAVE_GL(); context_release(context); return ret; } enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) { struct wined3d_context *context; const struct wined3d_gl_info *gl_info; enum wined3d_event_query_result ret; TRACE("(%p)\n", query); if (!query->context) { TRACE("Query not started\n"); return WINED3D_EVENT_QUERY_NOT_STARTED; } gl_info = query->context->gl_info; if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC]) { /* A glFinish does not reliably wait for draws in other contexts. The caller has * to find its own way to cope with the thread switch */ WARN("Event query finished from wrong thread\n"); return WINED3D_EVENT_QUERY_WRONG_THREAD; } context = context_acquire(device, query->context->current_rt); ENTER_GL(); if (gl_info->supported[ARB_SYNC]) { GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, ~(GLuint64)0)); checkGLcall("glClientWaitSync"); switch (gl_ret) { case GL_ALREADY_SIGNALED: case GL_CONDITION_SATISFIED: ret = WINED3D_EVENT_QUERY_OK; break; /* We don't expect a timeout for a ~584 year wait */ default: ERR("glClientWaitSync returned %#x.\n", gl_ret); ret = WINED3D_EVENT_QUERY_ERROR; } } else if (context->gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glFinishFenceAPPLE(query->object.id)); checkGLcall("glFinishFenceAPPLE"); ret = WINED3D_EVENT_QUERY_OK; } else if (context->gl_info->supported[NV_FENCE]) { GL_EXTCALL(glFinishFenceNV(query->object.id)); checkGLcall("glFinishFenceNV"); ret = WINED3D_EVENT_QUERY_OK; } else { ERR("Event query created without GL support\n"); ret = WINED3D_EVENT_QUERY_ERROR; } LEAVE_GL(); context_release(context); return ret; } void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (query->context) { if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId()) { context_free_event_query(query); context = context_acquire(device, NULL); context_alloc_event_query(context, query); } else { context = context_acquire(device, query->context->current_rt); } } else { context = context_acquire(device, NULL); context_alloc_event_query(context, query); } gl_info = context->gl_info; ENTER_GL(); if (gl_info->supported[ARB_SYNC]) { if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync)); checkGLcall("glDeleteSync"); query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0)); checkGLcall("glFenceSync"); } else if (gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glSetFenceAPPLE(query->object.id)); checkGLcall("glSetFenceAPPLE"); } else if (gl_info->supported[NV_FENCE]) { GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV)); checkGLcall("glSetFenceNV"); } LEAVE_GL(); context_release(context); } /* * 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 */ /* ******************************************* 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; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DQueryImpl_AddRef(IWineD3DQuery *iface) { IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface; 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; TRACE("(%p) : Releasing from %d\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { /* 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) { struct wined3d_event_query *query = This->extendedData; if (query) wined3d_event_query_destroy(query); } else if (This->type == WINED3DQUERYTYPE_OCCLUSION) { struct wined3d_occlusion_query *query = This->extendedData; if (query->context) context_free_occlusion_query(query); HeapFree(GetProcessHeap(), 0, This->extendedData); } HeapFree(GetProcessHeap(), 0, This); } return ref; } /* ******************************************* IWineD3DQuery IWineD3DQuery parts follow ******************************************* */ static HRESULT WINAPI IWineD3DQueryImpl_GetParent(IWineD3DQuery *iface, IUnknown **parent) { TRACE("iface %p, parent %p.\n", iface, parent); *parent = (IUnknown *)parent; IUnknown_AddRef(*parent); TRACE("Returning %p.\n", *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) { IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface; struct wined3d_occlusion_query *query = This->extendedData; IWineD3DDeviceImpl *device = This->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_context *context; 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 (!query->context) This->state = QUERY_CREATED; 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_info->supported[ARB_OCCLUSION_QUERY]) { WARN("(%p) : Occlusion queries not supported. Returning 1.\n", This); *data = 1; return S_OK; } if (query->context->tid != GetCurrentThreadId()) { FIXME("%p Wrong thread, returning 1.\n", This); *data = 1; return S_OK; } context = context_acquire(This->device, query->context->current_rt); ENTER_GL(); GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available)); checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)"); TRACE("(%p) : available %d.\n", This, available); if (available) { if (data) { GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_ARB, &samples)); checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)"); TRACE("(%p) : Returning %d samples.\n", This, samples); *data = samples; } res = S_OK; } else { res = S_FALSE; } LEAVE_GL(); context_release(context); return res; } static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) { IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface; struct wined3d_event_query *query = This->extendedData; BOOL *data = pData; enum wined3d_event_query_result ret; TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags); if (!pData || !dwSize) return S_OK; if (!query) { WARN("(%p): Event query not supported by GL, reporting GPU idle\n", This); *data = TRUE; return S_OK; } ret = wined3d_event_query_test(query, This->device); switch(ret) { case WINED3D_EVENT_QUERY_OK: case WINED3D_EVENT_QUERY_NOT_STARTED: *data = TRUE; break; case WINED3D_EVENT_QUERY_WAITING: *data = FALSE; break; case WINED3D_EVENT_QUERY_WRONG_THREAD: FIXME("(%p) Wrong thread, reporting GPU idle.\n", This); *data = TRUE; break; case WINED3D_EVENT_QUERY_ERROR: ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } return S_OK; } 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; } 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) { struct wined3d_event_query *query = This->extendedData; /* Faked event query support */ if (!query) return WINED3D_OK; wined3d_event_query_issue(query, This->device); } 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; IWineD3DDeviceImpl *device = This->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; if (gl_info->supported[ARB_OCCLUSION_QUERY]) { struct wined3d_occlusion_query *query = This->extendedData; struct wined3d_context *context; /* This is allowed according to msdn and our tests. Reset the query and restart */ if (dwIssueFlags & WINED3DISSUE_BEGIN) { if (This->state == QUERY_BUILDING) { if (query->context->tid != GetCurrentThreadId()) { FIXME("Wrong thread, can't restart query.\n"); context_free_occlusion_query(query); context = context_acquire(This->device, NULL); context_alloc_occlusion_query(context, query); } else { context = context_acquire(This->device, query->context->current_rt); ENTER_GL(); GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB)); checkGLcall("glEndQuery()"); LEAVE_GL(); } } else { if (query->context) context_free_occlusion_query(query); context = context_acquire(This->device, NULL); context_alloc_occlusion_query(context, query); } ENTER_GL(); GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, query->id)); checkGLcall("glBeginQuery()"); LEAVE_GL(); context_release(context); } 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) { if (query->context->tid != GetCurrentThreadId()) { FIXME("Wrong thread, can't end query.\n"); } else { context = context_acquire(This->device, query->context->current_rt); ENTER_GL(); GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB)); checkGLcall("glEndQuery()"); LEAVE_GL(); context_release(context); } } } } 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 const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl = { /*** IUnknown methods ***/ IWineD3DQueryImpl_QueryInterface, IWineD3DQueryImpl_AddRef, IWineD3DQueryImpl_Release, /*** IWineD3Dquery methods ***/ IWineD3DQueryImpl_GetParent, IWineD3DEventQueryImpl_GetData, IWineD3DEventQueryImpl_GetDataSize, IWineD3DQueryImpl_GetType, IWineD3DEventQueryImpl_Issue }; static const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl = { /*** IUnknown methods ***/ IWineD3DQueryImpl_QueryInterface, IWineD3DQueryImpl_AddRef, IWineD3DQueryImpl_Release, /*** IWineD3Dquery methods ***/ IWineD3DQueryImpl_GetParent, IWineD3DOcclusionQueryImpl_GetData, IWineD3DOcclusionQueryImpl_GetDataSize, IWineD3DQueryImpl_GetType, IWineD3DOcclusionQueryImpl_Issue }; HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device, WINED3DQUERYTYPE type, IUnknown *parent) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; switch (type) { case WINED3DQUERYTYPE_OCCLUSION: TRACE("Occlusion query.\n"); if (!gl_info->supported[ARB_OCCLUSION_QUERY]) { WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n"); return WINED3DERR_NOTAVAILABLE; } query->lpVtbl = &IWineD3DOcclusionQuery_Vtbl; query->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query)); if (!query->extendedData) { ERR("Failed to allocate occlusion query extended data.\n"); return E_OUTOFMEMORY; } ((struct wined3d_occlusion_query *)query->extendedData)->context = NULL; break; case WINED3DQUERYTYPE_EVENT: TRACE("Event query.\n"); if (!wined3d_event_query_supported(gl_info)) { /* Half-Life 2 needs this query. It does not render the main * menu correctly otherwise. Pretend to support it, faking * this query does not do much harm except potentially * lowering performance. */ FIXME("Event query: Unimplemented, but pretending to be supported.\n"); } query->lpVtbl = &IWineD3DEventQuery_Vtbl; query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query)); if (!query->extendedData) { ERR("Failed to allocate event query memory.\n"); return E_OUTOFMEMORY; } break; case WINED3DQUERYTYPE_VCACHE: case WINED3DQUERYTYPE_RESOURCEMANAGER: case WINED3DQUERYTYPE_VERTEXSTATS: case WINED3DQUERYTYPE_TIMESTAMP: case WINED3DQUERYTYPE_TIMESTAMPDISJOINT: case WINED3DQUERYTYPE_TIMESTAMPFREQ: case WINED3DQUERYTYPE_PIPELINETIMINGS: case WINED3DQUERYTYPE_INTERFACETIMINGS: case WINED3DQUERYTYPE_VERTEXTIMINGS: case WINED3DQUERYTYPE_PIXELTIMINGS: case WINED3DQUERYTYPE_BANDWIDTHTIMINGS: case WINED3DQUERYTYPE_CACHEUTILIZATION: default: FIXME("Unhandled query type %#x.\n", type); return WINED3DERR_NOTAVAILABLE; } query->type = type; query->state = QUERY_CREATED; query->device = device; query->parent = parent; query->ref = 1; return WINED3D_OK; }