Commit 580ea44b authored by Andrew Wesie's avatar Andrew Wesie Committed by Alexandre Julliard

wined3d: Use query buffer objects for occlusion queries.

parent dc0ec550
......@@ -58,6 +58,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
/* ARB */
{"GL_ARB_base_instance", ARB_BASE_INSTANCE },
{"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
{"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
{"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
{"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
{"GL_ARB_clip_control", ARB_CLIP_CONTROL },
......@@ -103,6 +104,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
{"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
{"GL_ARB_point_sprite", ARB_POINT_SPRITE },
{"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
{"GL_ARB_query_buffer_object", ARB_QUERY_BUFFER_OBJECT },
{"GL_ARB_sample_shading", ARB_SAMPLE_SHADING },
{"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
{"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
......@@ -2061,6 +2063,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
/* GL_ARB_blend_func_extended */
USE_GL_FUNC(glBindFragDataLocationIndexed)
USE_GL_FUNC(glGetFragDataIndex)
/* GL_ARB_buffer_storage */
USE_GL_FUNC(glBufferStorage)
/* GL_ARB_clear_buffer_object */
USE_GL_FUNC(glClearBufferData)
USE_GL_FUNC(glClearBufferSubData)
......@@ -3301,7 +3305,9 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
{ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
{ARB_BUFFER_STORAGE, MAKEDWORD_VERSION(4, 4)},
{ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
{ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)},
{ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
{ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
......
......@@ -1986,7 +1986,10 @@ static void wined3d_cs_exec_query_issue(struct wined3d_cs *cs, const void *data)
if (poll && list_empty(&query->poll_list_entry))
{
list_add_tail(&cs->query_poll_list, &query->poll_list_entry);
if (query->buffer_object)
InterlockedIncrement(&query->counter_retrieved);
else
list_add_tail(&cs->query_poll_list, &query->poll_list_entry);
return;
}
......
......@@ -25,6 +25,88 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static void wined3d_query_buffer_invalidate(struct wined3d_query *query)
{
/* map[0] != map[1]: exact values do not have any significance. */
query->map_ptr[0] = 0;
query->map_ptr[1] = ~(UINT64)0;
}
static BOOL wined3d_query_buffer_is_valid(struct wined3d_query *query)
{
return query->map_ptr[0] == query->map_ptr[1];
}
static void wined3d_query_create_buffer_object(struct wined3d_context *context, struct wined3d_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const GLuint map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
GLuint buffer_object;
GL_EXTCALL(glGenBuffers(1, &buffer_object));
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, buffer_object));
GL_EXTCALL(glBufferStorage(GL_QUERY_BUFFER, sizeof(query->map_ptr[0]) * 2, NULL, map_flags));
query->map_ptr = GL_EXTCALL(glMapBufferRange(GL_QUERY_BUFFER, 0, sizeof(query->map_ptr[0]) * 2, map_flags));
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("query buffer object creation");
wined3d_query_buffer_invalidate(query);
query->buffer_object = buffer_object;
}
static void wined3d_query_destroy_buffer_object(struct wined3d_context *context, struct wined3d_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GL_EXTCALL(glDeleteBuffers(1, &query->buffer_object));
checkGLcall("query buffer object destruction");
query->buffer_object = 0;
query->map_ptr = NULL;
}
/* From ARB_occlusion_query: "Querying the state for a given occlusion query
* forces that occlusion query to complete within a finite amount of time."
* In practice, that means drivers flush when retrieving
* GL_QUERY_RESULT_AVAILABLE, which can be undesirable when applications use a
* significant number of queries. Using a persistently mapped query buffer
* object allows us to avoid these implicit flushes. An additional benefit is
* that it allows us to poll the query status from the application-thread
* instead of from the csmt-thread. */
static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE])
return FALSE;
/* Don't use query buffers without CSMT, mainly for simplicity. */
if (!context->device->cs->thread)
return FALSE;
if (query->buffer_object)
{
/* If there's still a query result in-flight for the existing buffer
* object (i.e., the query was restarted before we received its
* result), we can't reuse the existing buffer object. */
if (wined3d_query_buffer_is_valid(query))
wined3d_query_buffer_invalidate(query);
else
wined3d_query_destroy_buffer_object(context, query);
}
if (!query->buffer_object)
wined3d_query_create_buffer_object(context, query);
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, query->buffer_object));
/* Read the same value twice. We know we have the result if map_ptr[0] == map_ptr[1]. */
GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)0));
GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)sizeof(query->map_ptr[0])));
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("queue query result");
return TRUE;
}
static UINT64 get_query_result64(GLuint id, const struct wined3d_gl_info *gl_info)
{
if (gl_info->supported[ARB_TIMER_QUERY])
......@@ -339,6 +421,14 @@ static void wined3d_query_destroy_object(void *object)
if (!list_empty(&query->poll_list_entry))
list_remove(&query->poll_list_entry);
if (query->buffer_object)
{
struct wined3d_context *context;
context = context_acquire(query->device, NULL, 0);
wined3d_query_destroy_buffer_object(context, query);
context_release(context);
}
/* 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
......@@ -382,15 +472,20 @@ HRESULT CDECL wined3d_query_get_data(struct wined3d_query *query,
return WINED3DERR_INVALIDCALL;
}
if (!query->device->cs->thread)
if (query->device->cs->thread)
{
if (!query->query_ops->query_poll(query, flags))
if (query->counter_main != query->counter_retrieved
|| (query->buffer_object && !wined3d_query_buffer_is_valid(query)))
{
if (flags & WINED3DGETDATA_FLUSH && !query->device->cs->queries_flushed)
wined3d_cs_emit_flush(query->device->cs);
return S_FALSE;
}
if (query->buffer_object)
query->data = query->map_ptr;
}
else if (query->counter_main != query->counter_retrieved)
else if (!query->query_ops->query_poll(query, flags))
{
if (flags & WINED3DGETDATA_FLUSH && !query->device->cs->queries_flushed)
wined3d_cs_emit_flush(query->device->cs);
return S_FALSE;
}
......@@ -579,6 +674,7 @@ static BOOL wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD
gl_info = context->gl_info;
GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
checkGLcall("glEndQuery()");
wined3d_query_buffer_queue_result(context, query, oq->id);
context_release(context);
poll = TRUE;
......
......@@ -44,6 +44,7 @@ enum wined3d_gl_extension
/* ARB */
ARB_BASE_INSTANCE,
ARB_BLEND_FUNC_EXTENDED,
ARB_BUFFER_STORAGE,
ARB_CLEAR_BUFFER_OBJECT,
ARB_CLEAR_TEXTURE,
ARB_CLIP_CONTROL,
......@@ -89,6 +90,7 @@ enum wined3d_gl_extension
ARB_POINT_PARAMETERS,
ARB_POINT_SPRITE,
ARB_PROVOKING_VERTEX,
ARB_QUERY_BUFFER_OBJECT,
ARB_SAMPLE_SHADING,
ARB_SAMPLER_OBJECTS,
ARB_SEAMLESS_CUBE_MAP,
......
......@@ -1730,6 +1730,9 @@ struct wined3d_query
LONG counter_main, counter_retrieved;
struct list poll_list_entry;
GLuint buffer_object;
UINT64 *map_ptr;
};
struct wined3d_event_query
......
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