Commit 071d4afb authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Subclass queries.

parent 6dee6819
......@@ -1143,11 +1143,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
HRESULT hr = WINED3DERR_NOTAVAILABLE;
const IWineD3DQueryVtbl *vtable;
/* Just a check to see if we support this type of query */
switch(Type) {
case WINED3DQUERYTYPE_OCCLUSION:
TRACE("(%p) occlusion query\n", This);
/* Use the base Query vtable until we have a occlusion query one */
vtable = &IWineD3DQuery_Vtbl;
if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
hr = WINED3D_OK;
else
......@@ -1161,6 +1164,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
*/
FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
}
vtable = &IWineD3DEventQuery_Vtbl;
hr = WINED3D_OK;
break;
......@@ -1177,6 +1181,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
case WINED3DQUERYTYPE_CACHEUTILIZATION:
default:
/* Use the base Query vtable until we have a special one for each query */
vtable = &IWineD3DQuery_Vtbl;
FIXME("(%p) Unhandled query type %d\n", This, Type);
}
if(NULL == ppQuery || hr != WINED3D_OK) {
......@@ -1184,6 +1190,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
}
D3DCREATEOBJECTINSTANCE(object, Query)
object->lpVtbl = vtable;
object->type = Type;
object->state = QUERY_CREATED;
/* allocated the 'extended' data based on the type of query requested */
......
......@@ -158,28 +158,6 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
}
break;
case WINED3DQUERYTYPE_EVENT:
{
BOOL* data = pData;
WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(pData == NULL || dwSize == 0) {
break;
} if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* See comment in IWineD3DQuery::Issue, event query codeblock */
WARN("Query context not active, reporting GPU idle\n");
*data = TRUE;
} else if(GL_SUPPORT(APPLE_FENCE)) {
*data = GL_EXTCALL(glTestFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceAPPLE");
} else if(GL_SUPPORT(NV_FENCE)) {
*data = GL_EXTCALL(glTestFenceNV(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceNV");
} else {
WARN("(%p): reporting GPU idle\n", This);
*data = TRUE;
}
}
break;
case WINED3DQUERYTYPE_OCCLUSION:
{
DWORD* data = pData;
......@@ -329,6 +307,32 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
return res; /* S_OK if the query data is available*/
}
static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
BOOL* data = pData;
WineD3DContext *ctx;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(pData == NULL || dwSize == 0) {
return S_OK;
} if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* See comment in IWineD3DQuery::Issue, event query codeblock */
WARN("Query context not active, reporting GPU idle\n");
*data = TRUE;
} else if(GL_SUPPORT(APPLE_FENCE)) {
*data = GL_EXTCALL(glTestFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceAPPLE");
} else if(GL_SUPPORT(NV_FENCE)) {
*data = GL_EXTCALL(glTestFenceNV(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceNV");
} else {
WARN("(%p): reporting GPU idle\n", This);
*data = TRUE;
}
return S_OK;
}
static DWORD WINAPI IWineD3DQueryImpl_GetDataSize(IWineD3DQuery* iface){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
......@@ -384,6 +388,11 @@ static DWORD WINAPI IWineD3DQueryImpl_GetDataSize(IWineD3DQuery* iface){
return dataSize;
}
static DWORD WINAPI IWineD3DEventQueryImpl_GetDataSize(IWineD3DQuery* iface){
TRACE("(%p) : type D3DQUERY_EVENT\n", iface);
return sizeof(BOOL);
}
static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
......@@ -391,6 +400,42 @@ static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
}
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) {
WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* GL fences can be used only from the context that created them,
* so if a different context is active, don't bother setting the query. The penalty
* of a context switch is most likely higher than the gain of a correct query result
*
* If the query is used from a different thread, don't bother creating a multithread
* context - there's no point in doing that as the query would be unusable anyway
*/
WARN("Query context not active\n");
} else if(GL_SUPPORT(APPLE_FENCE)) {
GL_EXTCALL(glSetFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glSetFenceAPPLE");
} else if (GL_SUPPORT(NV_FENCE)) {
GL_EXTCALL(glSetFenceNV(((WineQueryEventData *)This->extendedData)->fenceId, GL_ALL_COMPLETED_NV));
checkGLcall("glSetFenceNV");
}
} 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 IWineD3DQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags){
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
......@@ -430,31 +475,6 @@ static HRESULT WINAPI IWineD3DQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIs
}
break;
case WINED3DQUERYTYPE_EVENT: {
if (dwIssueFlags & WINED3DISSUE_END) {
WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* GL fences can be used only from the context that created them,
* so if a different context is active, don't bother setting the query. The penalty
* of a context switch is most likely higher than the gain of a correct query result
*
* If the query is used from a different thread, don't bother creating a multithread
* context - there's no point in doing that as the query would be unusable anyway
*/
WARN("Query context not active\n");
} else if(GL_SUPPORT(APPLE_FENCE)) {
GL_EXTCALL(glSetFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glSetFenceAPPLE");
} else if (GL_SUPPORT(NV_FENCE)) {
GL_EXTCALL(glSetFenceNV(((WineQueryEventData *)This->extendedData)->fenceId, GL_ALL_COMPLETED_NV));
checkGLcall("glSetFenceNV");
}
} else if(dwIssueFlags & WINED3DISSUE_BEGIN) {
/* Started implicitly at device creation */
ERR("Event query issued with START flag - what to do?\n");
}
}
default:
/* The fixme is printed when the app asks for the resulting data */
WARN("(%p) : Unhandled query type %#x\n", This, This->type);
......@@ -489,3 +509,18 @@ const IWineD3DQueryVtbl IWineD3DQuery_Vtbl =
IWineD3DQueryImpl_GetType,
IWineD3DQueryImpl_Issue
};
const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DQueryImpl_QueryInterface,
IWineD3DQueryImpl_AddRef,
IWineD3DQueryImpl_Release,
/*** IWineD3Dquery methods ***/
IWineD3DQueryImpl_GetParent,
IWineD3DQueryImpl_GetDevice,
IWineD3DEventQueryImpl_GetData,
IWineD3DEventQueryImpl_GetDataSize,
IWineD3DQueryImpl_GetType,
IWineD3DEventQueryImpl_Issue
};
......@@ -1571,6 +1571,7 @@ typedef struct IWineD3DQueryImpl
} IWineD3DQueryImpl;
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
/* Datastructures for IWineD3DQueryImpl.extendedData */
typedef struct WineQueryOcclusionData {
......
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