/* * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009-2010 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 #include #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); } static enum wined3d_event_query_result wined3d_event_query_test(const struct wined3d_event_query *query, const struct wined3d_device *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) { 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; 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; } context_release(context); return ret; } enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query, const struct wined3d_device *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); if (gl_info->supported[ARB_SYNC]) { /* Apple seems to be into arbitrary limits, and timeouts larger than * 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't * really care and can live with waiting a few μs less. (OS X 10.7.4). */ GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff)); 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; } context_release(context); return ret; } void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *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; 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"); } context_release(context); } ULONG CDECL wined3d_query_incref(struct wined3d_query *query) { ULONG refcount = InterlockedIncrement(&query->ref); TRACE("%p increasing refcount to %u.\n", query, refcount); return refcount; } ULONG CDECL wined3d_query_decref(struct wined3d_query *query) { ULONG refcount = InterlockedDecrement(&query->ref); TRACE("%p decreasing refcount to %u.\n", query, refcount); if (!refcount) { /* 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 (query->type == WINED3D_QUERY_TYPE_EVENT) { struct wined3d_event_query *event_query = query->extendedData; if (event_query) wined3d_event_query_destroy(event_query); } else if (query->type == WINED3D_QUERY_TYPE_OCCLUSION) { struct wined3d_occlusion_query *oq = query->extendedData; if (oq->context) context_free_occlusion_query(oq); HeapFree(GetProcessHeap(), 0, query->extendedData); } HeapFree(GetProcessHeap(), 0, query); } return refcount; } HRESULT CDECL wined3d_query_get_data(struct wined3d_query *query, void *data, UINT data_size, DWORD flags) { TRACE("query %p, data %p, data_size %u, flags %#x.\n", query, data, data_size, flags); return query->query_ops->query_get_data(query, data, data_size, flags); } UINT CDECL wined3d_query_get_data_size(const struct wined3d_query *query) { TRACE("query %p.\n", query); return query->data_size; } HRESULT CDECL wined3d_query_issue(struct wined3d_query *query, DWORD flags) { TRACE("query %p, flags %#x.\n", query, flags); return query->query_ops->query_issue(query, flags); } static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query, void *pData, DWORD dwSize, DWORD flags) { struct wined3d_occlusion_query *oq = query->extendedData; struct wined3d_device *device = query->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, flags %#x.\n", query, pData, dwSize, flags); if (!oq->context) query->state = QUERY_CREATED; if (query->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 (query->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", query); *data = 1; return S_OK; } if (oq->context->tid != GetCurrentThreadId()) { FIXME("%p Wrong thread, returning 1.\n", query); *data = 1; return S_OK; } context = context_acquire(query->device, oq->context->current_rt); GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available)); checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)"); TRACE("available %#x.\n", available); if (available) { if (data) { GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_ARB, &samples)); checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)"); TRACE("Returning %d samples.\n", samples); *data = samples; } res = S_OK; } else { res = S_FALSE; } context_release(context); return res; } static HRESULT wined3d_event_query_ops_get_data(struct wined3d_query *query, void *pData, DWORD dwSize, DWORD flags) { struct wined3d_event_query *event_query = query->extendedData; BOOL *data = pData; enum wined3d_event_query_result ret; TRACE("query %p, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags); if (!pData || !dwSize) return S_OK; if (!event_query) { WARN("Event query not supported by GL, reporting GPU idle.\n"); *data = TRUE; return S_OK; } ret = wined3d_event_query_test(event_query, query->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", query); *data = TRUE; break; case WINED3D_EVENT_QUERY_ERROR: ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } return S_OK; } enum wined3d_query_type CDECL wined3d_query_get_type(const struct wined3d_query *query) { TRACE("query %p.\n", query); return query->type; } static HRESULT wined3d_event_query_ops_issue(struct wined3d_query *query, DWORD flags) { TRACE("query %p, flags %#x.\n", query, flags); TRACE("(%p) : flags %#x, type D3DQUERY_EVENT\n", query, flags); if (flags & WINED3DISSUE_END) { struct wined3d_event_query *event_query = query->extendedData; /* Faked event query support */ if (!event_query) return WINED3D_OK; wined3d_event_query_issue(event_query, query->device); } else if (flags & WINED3DISSUE_BEGIN) { /* Started implicitly at device creation */ ERR("Event query issued with START flag - what to do?\n"); } if (flags & WINED3DISSUE_BEGIN) query->state = QUERY_BUILDING; else query->state = QUERY_SIGNALLED; return WINED3D_OK; } static HRESULT wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD flags) { struct wined3d_device *device = query->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; TRACE("query %p, flags %#x.\n", query, flags); if (gl_info->supported[ARB_OCCLUSION_QUERY]) { struct wined3d_occlusion_query *oq = query->extendedData; struct wined3d_context *context; /* This is allowed according to msdn and our tests. Reset the query and restart */ if (flags & WINED3DISSUE_BEGIN) { if (query->state == QUERY_BUILDING) { if (oq->context->tid != GetCurrentThreadId()) { FIXME("Wrong thread, can't restart query.\n"); context_free_occlusion_query(oq); context = context_acquire(query->device, NULL); context_alloc_occlusion_query(context, oq); } else { context = context_acquire(query->device, oq->context->current_rt); GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB)); checkGLcall("glEndQuery()"); } } else { if (oq->context) context_free_occlusion_query(oq); context = context_acquire(query->device, NULL); context_alloc_occlusion_query(context, oq); } GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq->id)); checkGLcall("glBeginQuery()"); context_release(context); } if (flags & 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 (query->state == QUERY_BUILDING) { if (oq->context->tid != GetCurrentThreadId()) { FIXME("Wrong thread, can't end query.\n"); } else { context = context_acquire(query->device, oq->context->current_rt); GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB)); checkGLcall("glEndQuery()"); 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) 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; }