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kc3-lang/angle/src/libGLESv2/Query.cpp

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  • Author : daniel@transgaming.com
    Date : 2012-10-31 19:55:33
    Hash : 76d3e6e0
    Message : Rename renderer namespace to rx Trac #21999 Author: Shannon Woods Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1379 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Query.cpp
  • //
    // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Query.cpp: Implements the gl::Query class
    
    #include "libGLESv2/Query.h"
    
    #include "libGLESv2/main.h"
    
    namespace gl
    {
    
    Query::Query(rx::Renderer9 *renderer, GLuint id, GLenum type) : RefCountObject(id)
    { 
        mRenderer = renderer;
        mQuery = NULL;
        mStatus = GL_FALSE;
        mResult = GL_FALSE;
        mType = type;
    }
    
    Query::~Query()
    {
        if (mQuery != NULL)
        {
            mQuery->Release();
            mQuery = NULL;
        }
    }
    
    void Query::begin()
    {
        if (mQuery == NULL)
        {
            // D3D9_REPLACE
            if (FAILED(mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery)))
            {
                return error(GL_OUT_OF_MEMORY);
            }
        }
    
        HRESULT result = mQuery->Issue(D3DISSUE_BEGIN);
        ASSERT(SUCCEEDED(result));
    }
    
    void Query::end()
    {
        if (mQuery == NULL)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        HRESULT result = mQuery->Issue(D3DISSUE_END);
        ASSERT(SUCCEEDED(result));
        
        mStatus = GL_FALSE;
        mResult = GL_FALSE;
    }
    
    GLuint Query::getResult()
    {
        if (mQuery != NULL)
        {
            while (!testQuery())
            {
                Sleep(0);
                // explicitly check for device loss
                // some drivers seem to return S_FALSE even if the device is lost
                // instead of D3DERR_DEVICELOST like they should
                if (mRenderer->testDeviceLost(true))
                {
                    return error(GL_OUT_OF_MEMORY, 0);
                }
            }
        }
    
        return (GLuint)mResult;
    }
    
    GLboolean Query::isResultAvailable()
    {
        if (mQuery != NULL)
        {
            testQuery();
        }
        
        return mStatus;
    }
    
    GLenum Query::getType() const
    {
        return mType;
    }
    
    GLboolean Query::testQuery()
    {
        if (mQuery != NULL && mStatus != GL_TRUE)
        {
            DWORD numPixels = 0;
    
            HRESULT hres = mQuery->GetData(&numPixels, sizeof(DWORD), D3DGETDATA_FLUSH);
            if (hres == S_OK)
            {
                mStatus = GL_TRUE;
    
                switch (mType)
                {
                  case GL_ANY_SAMPLES_PASSED_EXT:
                  case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
                    mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
                    break;
                  default:
                    ASSERT(false);
                }
            }
            else if (checkDeviceLost(hres))
            {
                return error(GL_OUT_OF_MEMORY, GL_TRUE);
            }
            
            return mStatus;
        }
    
        return GL_TRUE; // prevent blocking when query is null
    }
    }