651 lines
20 KiB
C
651 lines
20 KiB
C
/*
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 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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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
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{
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return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
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}
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void wined3d_event_query_destroy(struct wined3d_event_query *query)
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{
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if (query->context) context_free_event_query(query);
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HeapFree(GetProcessHeap(), 0, query);
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}
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static enum wined3d_event_query_result wined3d_event_query_test(const struct wined3d_event_query *query,
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const struct wined3d_device *device)
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{
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struct wined3d_context *context;
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const struct wined3d_gl_info *gl_info;
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enum wined3d_event_query_result ret;
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BOOL fence_result;
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TRACE("(%p) : device %p\n", query, device);
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if (!query->context)
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{
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TRACE("Query not started\n");
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return WINED3D_EVENT_QUERY_NOT_STARTED;
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}
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if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
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{
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WARN("Event query tested from wrong thread\n");
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return WINED3D_EVENT_QUERY_WRONG_THREAD;
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}
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context = context_acquire(device, query->context->current_rt);
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gl_info = context->gl_info;
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ENTER_GL();
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if (gl_info->supported[ARB_SYNC])
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{
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GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
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checkGLcall("glClientWaitSync");
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switch (gl_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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ret = WINED3D_EVENT_QUERY_OK;
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break;
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case GL_TIMEOUT_EXPIRED:
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ret = WINED3D_EVENT_QUERY_WAITING;
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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", gl_ret);
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ret = WINED3D_EVENT_QUERY_ERROR;
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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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fence_result = GL_EXTCALL(glTestFenceAPPLE(query->object.id));
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checkGLcall("glTestFenceAPPLE");
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if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
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else ret = WINED3D_EVENT_QUERY_WAITING;
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}
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else if (gl_info->supported[NV_FENCE])
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{
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fence_result = GL_EXTCALL(glTestFenceNV(query->object.id));
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checkGLcall("glTestFenceNV");
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if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
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else ret = WINED3D_EVENT_QUERY_WAITING;
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}
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else
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{
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ERR("Event query created despite lack of GL support\n");
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ret = WINED3D_EVENT_QUERY_ERROR;
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}
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LEAVE_GL();
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context_release(context);
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return ret;
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}
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enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
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const struct wined3d_device *device)
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{
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struct wined3d_context *context;
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const struct wined3d_gl_info *gl_info;
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enum wined3d_event_query_result ret;
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TRACE("(%p)\n", query);
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if (!query->context)
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{
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TRACE("Query not started\n");
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return WINED3D_EVENT_QUERY_NOT_STARTED;
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}
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gl_info = query->context->gl_info;
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if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
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{
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/* A glFinish does not reliably wait for draws in other contexts. The caller has
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* to find its own way to cope with the thread switch
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*/
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WARN("Event query finished from wrong thread\n");
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return WINED3D_EVENT_QUERY_WRONG_THREAD;
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}
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context = context_acquire(device, query->context->current_rt);
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ENTER_GL();
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if (gl_info->supported[ARB_SYNC])
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{
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/* Apple seems to be into arbitrary limits, and timeouts larger than
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* 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't
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* really care and can live with waiting a few μs less. (OS X 10.7.4). */
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GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff));
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checkGLcall("glClientWaitSync");
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switch (gl_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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ret = WINED3D_EVENT_QUERY_OK;
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break;
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/* We don't expect a timeout for a ~584 year wait */
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default:
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ERR("glClientWaitSync returned %#x.\n", gl_ret);
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ret = WINED3D_EVENT_QUERY_ERROR;
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}
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}
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else if (context->gl_info->supported[APPLE_FENCE])
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{
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GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
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checkGLcall("glFinishFenceAPPLE");
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ret = WINED3D_EVENT_QUERY_OK;
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}
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else if (context->gl_info->supported[NV_FENCE])
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{
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GL_EXTCALL(glFinishFenceNV(query->object.id));
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checkGLcall("glFinishFenceNV");
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ret = WINED3D_EVENT_QUERY_OK;
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}
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else
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{
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ERR("Event query created without GL support\n");
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ret = WINED3D_EVENT_QUERY_ERROR;
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}
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LEAVE_GL();
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context_release(context);
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return ret;
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}
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void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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if (query->context)
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{
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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(device, NULL);
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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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context = context_acquire(device, query->context->current_rt);
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}
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}
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else
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{
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context = context_acquire(device, NULL);
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context_alloc_event_query(context, query);
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}
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gl_info = context->gl_info;
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ENTER_GL();
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if (gl_info->supported[ARB_SYNC])
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{
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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->object.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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context_release(context);
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}
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ULONG CDECL wined3d_query_incref(struct wined3d_query *query)
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{
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ULONG refcount = InterlockedIncrement(&query->ref);
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TRACE("%p increasing refcount to %u.\n", query, refcount);
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return refcount;
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}
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ULONG CDECL wined3d_query_decref(struct wined3d_query *query)
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{
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ULONG refcount = InterlockedDecrement(&query->ref);
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TRACE("%p decreasing refcount to %u.\n", query, refcount);
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if (!refcount)
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{
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/* Queries are specific to the GL context that created them. Not
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* deleting the query will obviously leak it, but that's still better
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* than potentially deleting a different query with the same id in this
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* context, and (still) leaking the actual query. */
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if (query->type == WINED3D_QUERY_TYPE_EVENT)
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{
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struct wined3d_event_query *event_query = query->extendedData;
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if (event_query) wined3d_event_query_destroy(event_query);
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}
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else if (query->type == WINED3D_QUERY_TYPE_OCCLUSION)
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{
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struct wined3d_occlusion_query *oq = query->extendedData;
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if (oq->context) context_free_occlusion_query(oq);
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HeapFree(GetProcessHeap(), 0, query->extendedData);
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}
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HeapFree(GetProcessHeap(), 0, query);
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}
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return refcount;
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}
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HRESULT CDECL wined3d_query_get_data(struct wined3d_query *query,
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void *data, UINT data_size, DWORD flags)
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{
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TRACE("query %p, data %p, data_size %u, flags %#x.\n",
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query, data, data_size, flags);
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return query->query_ops->query_get_data(query, data, data_size, flags);
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}
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UINT CDECL wined3d_query_get_data_size(const struct wined3d_query *query)
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{
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TRACE("query %p.\n", query);
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return query->data_size;
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}
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HRESULT CDECL wined3d_query_issue(struct wined3d_query *query, DWORD flags)
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{
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TRACE("query %p, flags %#x.\n", query, flags);
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return query->query_ops->query_issue(query, flags);
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}
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static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query,
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void *pData, DWORD dwSize, 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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DWORD* data = pData;
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GLuint available;
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GLuint samples;
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HRESULT res;
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TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
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if (!oq->context)
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query->state = QUERY_CREATED;
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if (query->state == QUERY_CREATED)
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{
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/* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
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TRACE("Query wasn't yet started, returning S_OK\n");
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if(data) *data = 0;
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return S_OK;
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}
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if (query->state == QUERY_BUILDING)
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{
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/* Msdn says this returns an error, but our tests show that S_FALSE is returned */
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TRACE("Query is building, returning S_FALSE\n");
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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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*data = 1;
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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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*data = 1;
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return S_OK;
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}
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context = context_acquire(query->device, oq->context->current_rt);
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ENTER_GL();
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GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
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checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
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TRACE("available %#x.\n", available);
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if (available)
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{
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if (data)
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{
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GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_ARB, &samples));
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checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
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TRACE("Returning %d samples.\n", samples);
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*data = samples;
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}
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res = S_OK;
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}
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else
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{
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res = S_FALSE;
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}
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LEAVE_GL();
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context_release(context);
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return res;
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}
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static HRESULT wined3d_event_query_ops_get_data(struct wined3d_query *query,
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void *pData, DWORD dwSize, DWORD flags)
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{
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struct wined3d_event_query *event_query = query->extendedData;
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BOOL *data = pData;
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enum wined3d_event_query_result ret;
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TRACE("query %p, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
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if (!pData || !dwSize) return S_OK;
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if (!event_query)
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{
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WARN("Event query not supported by GL, reporting GPU idle.\n");
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*data = TRUE;
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return S_OK;
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}
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ret = wined3d_event_query_test(event_query, query->device);
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switch(ret)
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{
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case WINED3D_EVENT_QUERY_OK:
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case WINED3D_EVENT_QUERY_NOT_STARTED:
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*data = TRUE;
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break;
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case WINED3D_EVENT_QUERY_WAITING:
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*data = FALSE;
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break;
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case WINED3D_EVENT_QUERY_WRONG_THREAD:
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FIXME("(%p) Wrong thread, reporting GPU idle.\n", query);
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*data = TRUE;
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break;
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case WINED3D_EVENT_QUERY_ERROR:
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ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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}
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return S_OK;
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}
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enum wined3d_query_type CDECL wined3d_query_get_type(const struct wined3d_query *query)
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{
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TRACE("query %p.\n", query);
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return query->type;
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}
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static HRESULT wined3d_event_query_ops_issue(struct wined3d_query *query, DWORD flags)
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{
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TRACE("query %p, flags %#x.\n", query, flags);
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TRACE("(%p) : flags %#x, type D3DQUERY_EVENT\n", query, flags);
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if (flags & WINED3DISSUE_END)
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{
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struct wined3d_event_query *event_query = query->extendedData;
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/* Faked event query support */
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if (!event_query) return WINED3D_OK;
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wined3d_event_query_issue(event_query, query->device);
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}
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else if (flags & 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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if (flags & WINED3DISSUE_BEGIN)
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query->state = QUERY_BUILDING;
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else
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query->state = QUERY_SIGNALLED;
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return WINED3D_OK;
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}
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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_device *device = query->device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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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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{
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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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{
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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 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(query->device, oq->context->current_rt);
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ENTER_GL();
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GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
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checkGLcall("glEndQuery()");
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LEAVE_GL();
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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 = context_acquire(query->device, NULL);
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context_alloc_occlusion_query(context, oq);
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}
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ENTER_GL();
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GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq->id));
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checkGLcall("glBeginQuery()");
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LEAVE_GL();
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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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{
|
|
if (oq->context->tid != GetCurrentThreadId())
|
|
{
|
|
FIXME("Wrong thread, can't end query.\n");
|
|
}
|
|
else
|
|
{
|
|
context = context_acquire(query->device, oq->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", query);
|
|
}
|
|
|
|
if (flags & WINED3DISSUE_BEGIN)
|
|
query->state = QUERY_BUILDING;
|
|
else
|
|
query->state = QUERY_SIGNALLED;
|
|
|
|
return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
|
|
}
|
|
|
|
static const struct wined3d_query_ops event_query_ops =
|
|
{
|
|
wined3d_event_query_ops_get_data,
|
|
wined3d_event_query_ops_issue,
|
|
};
|
|
|
|
static const struct wined3d_query_ops occlusion_query_ops =
|
|
{
|
|
wined3d_occlusion_query_ops_get_data,
|
|
wined3d_occlusion_query_ops_issue,
|
|
};
|
|
|
|
static HRESULT query_init(struct wined3d_query *query, struct wined3d_device *device, enum wined3d_query_type type)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
|
|
switch (type)
|
|
{
|
|
case WINED3D_QUERY_TYPE_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->query_ops = &occlusion_query_ops;
|
|
query->data_size = sizeof(DWORD);
|
|
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 WINED3D_QUERY_TYPE_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->query_ops = &event_query_ops;
|
|
query->data_size = sizeof(BOOL);
|
|
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 WINED3D_QUERY_TYPE_VCACHE:
|
|
case WINED3D_QUERY_TYPE_RESOURCE_MANAGER:
|
|
case WINED3D_QUERY_TYPE_VERTEX_STATS:
|
|
case WINED3D_QUERY_TYPE_TIMESTAMP:
|
|
case WINED3D_QUERY_TYPE_TIMESTAMP_DISJOINT:
|
|
case WINED3D_QUERY_TYPE_TIMESTAMP_FREQ:
|
|
case WINED3D_QUERY_TYPE_PIPELINE_TIMINGS:
|
|
case WINED3D_QUERY_TYPE_INTERFACE_TIMINGS:
|
|
case WINED3D_QUERY_TYPE_VERTEX_TIMINGS:
|
|
case WINED3D_QUERY_TYPE_PIXEL_TIMINGS:
|
|
case WINED3D_QUERY_TYPE_BANDWIDTH_TIMINGS:
|
|
case WINED3D_QUERY_TYPE_CACHE_UTILIZATION:
|
|
default:
|
|
FIXME("Unhandled query type %#x.\n", type);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
query->type = type;
|
|
query->state = QUERY_CREATED;
|
|
query->device = device;
|
|
query->ref = 1;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_query_create(struct wined3d_device *device,
|
|
enum wined3d_query_type type, struct wined3d_query **query)
|
|
{
|
|
struct wined3d_query *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, type %#x, query %p.\n", device, type, query);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate query memory.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
hr = query_init(object, device, type);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize query, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created query %p.\n", object);
|
|
*query = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|