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363 lines
8.9 KiB
363 lines
8.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// TOGL CODE LICENSE |
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// |
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// Copyright 2011-2014 Valve Corporation |
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// All Rights Reserved. |
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// |
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// Permission is hereby granted, free of charge, to any person obtaining a copy |
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// of this software and associated documentation files (the "Software"), to deal |
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// in the Software without restriction, including without limitation the rights |
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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// copies of the Software, and to permit persons to whom the Software is |
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// furnished to do so, subject to the following conditions: |
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// |
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// The above copyright notice and this permission notice shall be included in |
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// all copies or substantial portions of the Software. |
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// |
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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// THE SOFTWARE. |
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// |
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// cglmquery.cpp |
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// |
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//=============================================================================== |
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#include "togl/rendermechanism.h" |
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#ifndef _WIN32 |
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#include <unistd.h> |
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#endif |
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// memdbgon -must- be the last include file in a .cpp file. |
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#include "tier0/memdbgon.h" |
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//=============================================================================== |
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// http://www.opengl.org/registry/specs/ARB/occlusion_query.txt |
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// Workaround for "Calling either GenQueriesARB or DeleteQueriesARB while any query of any target is active causes an INVALID_OPERATION error to be generated." |
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uint CGLMQuery::s_nTotalOcclusionQueryCreatesOrDeletes; |
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extern ConVar gl_errorcheckall; |
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extern ConVar gl_errorcheckqueries; |
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extern ConVar gl_errorchecknone; |
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// how many microseconds to wait after a failed query-available test |
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// presently on MTGL this doesn't happen, but it could change, keep this handy |
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ConVar gl_nullqueries( "gl_nullqueries", "0" ); |
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//=============================================================================== |
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CGLMQuery::CGLMQuery( GLMContext *ctx, GLMQueryParams *params ) |
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{ |
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// get the type of query requested |
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// generate name(s) needed |
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// set initial state appropriately |
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m_ctx = ctx; |
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m_params = *params; |
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m_name = 0; |
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m_syncobj = 0; |
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m_started = m_stopped = m_done = false; |
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m_nullQuery = false; |
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// assume value of convar at start time |
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// does not change during individual query lifetime |
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// started null = stays null |
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// started live = stays live |
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switch(m_params.m_type) |
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{ |
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case EOcclusion: |
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{ |
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//make an occlusion query (and a fence to go with it) |
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gGL->glGenQueriesARB( 1, &m_name ); |
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s_nTotalOcclusionQueryCreatesOrDeletes++; |
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GLMPRINTF(("-A- CGLMQuery(OQ) created name %d", m_name)); |
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} |
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break; |
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case EFence: |
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//make a fence - no aux fence needed |
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m_syncobj = 0; |
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if (gGL->m_bHave_GL_ARB_sync) |
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{ /* GL_ARB_sync doesn't separate gen and set, so we do glFenceSync() later. */ } |
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else if (gGL->m_bHave_GL_NV_fence) |
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gGL->glGenFencesNV(1, &m_name ); |
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else if (gGL->m_bHave_GL_APPLE_fence) |
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gGL->glGenFencesAPPLE(1, &m_name ); |
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GLMPRINTF(("-A- CGLMQuery(fence) created name %d", m_name)); |
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break; |
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} |
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} |
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CGLMQuery::~CGLMQuery() |
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{ |
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GLMPRINTF(("-A-> ~CGLMQuery")); |
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// make sure query has completed (might not be necessary) |
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// delete the name(s) |
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switch(m_params.m_type) |
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{ |
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case EOcclusion: |
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{ |
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// do a finish occlusion query ? |
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GLMPRINTF(("-A- ~CGLMQuery(OQ) deleting name %d", m_name)); |
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gGL->glDeleteQueriesARB(1, &m_name ); |
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s_nTotalOcclusionQueryCreatesOrDeletes++; |
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} |
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break; |
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case EFence: |
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{ |
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// do a finish fence ? |
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GLMPRINTF(("-A- ~CGLMQuery(fence) deleting name %llu", gGL->m_bHave_GL_ARB_sync ? (unsigned long long) m_syncobj : (unsigned long long) m_name)); |
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#ifdef HAVE_GL_ARB_SYNC |
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if (gGL->m_bHave_GL_ARB_sync) |
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gGL->glDeleteSync( m_syncobj ); |
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else |
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#endif |
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if (gGL->m_bHave_GL_NV_fence) |
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gGL->glDeleteFencesNV(1, &m_name ); |
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else if (gGL->m_bHave_GL_APPLE_fence) |
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gGL->glDeleteFencesAPPLE(1, &m_name ); |
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} |
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break; |
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} |
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m_name = 0; |
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m_syncobj = 0; |
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GLMPRINTF(("-A-< ~CGLMQuery")); |
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} |
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void CGLMQuery::Start( void ) // "start counting" |
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{ |
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m_nullQuery = (gl_nullqueries.GetInt() != 0); // latch value for remainder of query life |
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m_started = true; |
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m_stopped = false; |
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m_done = false; |
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switch(m_params.m_type) |
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{ |
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case EOcclusion: |
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{ |
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if (m_nullQuery) |
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{ |
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// do nothing.. |
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} |
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else |
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{ |
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gGL->glBeginQueryARB( GL_SAMPLES_PASSED_ARB, m_name ); |
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} |
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} |
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break; |
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case EFence: |
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#ifdef HAVE_GL_ARB_SYNC |
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if (gGL->m_bHave_GL_ARB_sync) |
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{ |
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if (m_syncobj != 0) gGL->glDeleteSync(m_syncobj); |
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m_syncobj = gGL->glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); |
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} |
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else |
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#endif |
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if (gGL->m_bHave_GL_NV_fence) |
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gGL->glSetFenceNV( m_name, GL_ALL_COMPLETED_NV ); |
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else if (gGL->m_bHave_GL_APPLE_fence) |
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gGL->glSetFenceAPPLE( m_name ); |
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m_stopped = true; // caller should not call Stop on a fence, it self-stops |
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break; |
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} |
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} |
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void CGLMQuery::Stop( void ) // "stop counting" |
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{ |
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Assert(m_started); |
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if ( m_stopped ) |
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return; |
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switch(m_params.m_type) |
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{ |
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case EOcclusion: |
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{ |
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if (m_nullQuery) |
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{ |
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// do nothing.. |
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} |
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else |
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{ |
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gGL->glEndQueryARB( GL_SAMPLES_PASSED_ARB ); // we are only putting the request-to-stop-counting into the cmd stream. |
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} |
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} |
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break; |
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case EFence: |
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// nop - you don't "end" a fence, you just test it and/or finish it out in Complete |
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break; |
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} |
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m_stopped = true; |
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} |
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bool CGLMQuery::IsDone( void ) |
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{ |
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Assert(m_started); |
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Assert(m_stopped); |
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if(!m_done) // you can ask more than once, but we only check until it comes back as done. |
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{ |
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// on occlusion: glGetQueryObjectivARB - large cost on pre SLGU, cheap after |
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// on fence: glTestFence* on the fence |
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switch(m_params.m_type) |
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{ |
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case EOcclusion: // just test the fence that was set after the query begin |
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{ |
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if (m_nullQuery) |
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{ |
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// do almost nothing.. but claim work is complete |
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m_done = true; |
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} |
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else |
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{ |
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// prepare to pay a big price on drivers prior to 10.6.4+SLGU |
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GLint available = 0; |
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gGL->glGetQueryObjectivARB(m_name, GL_QUERY_RESULT_AVAILABLE_ARB, &available ); |
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m_done = (available != 0); |
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} |
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} |
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break; |
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case EFence: |
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{ |
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#ifdef HAVE_GL_ARB_SYNC |
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if (gGL->m_bHave_GL_ARB_sync) |
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m_done = (gGL->glClientWaitSync( m_syncobj, 0, 0 ) == GL_ALREADY_SIGNALED); |
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else |
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#endif |
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if ( m_name == 0 ) |
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m_done = true; |
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else if (gGL->m_bHave_GL_NV_fence) |
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m_done = gGL->glTestFenceNV( m_name ) != 0; |
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else if (gGL->m_bHave_GL_APPLE_fence) |
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m_done = gGL->glTestFenceAPPLE( m_name ) != 0; |
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if (m_done) |
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{ |
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if (gGL->m_bHave_GL_ARB_sync) |
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{ /* no-op; we already know it's set to GL_ALREADY_SIGNALED. */ } |
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else |
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{ |
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if (gGL->m_bHave_GL_NV_fence) |
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gGL->glFinishFenceNV( m_name ); // no set fence goes un-finished |
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else if (gGL->m_bHave_GL_APPLE_fence) |
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gGL->glFinishFenceAPPLE( m_name ); // no set fence goes un-finished |
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} |
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} |
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} |
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break; |
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} |
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} |
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return m_done; |
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} |
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void CGLMQuery::Complete( uint *result ) |
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{ |
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uint resultval = 0; |
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//bool bogus_available = false; |
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// blocking call if not done |
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Assert(m_started); |
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Assert(m_stopped); |
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switch(m_params.m_type) |
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{ |
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case EOcclusion: |
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{ |
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if (m_nullQuery) |
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{ |
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m_done = true; |
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resultval = 0; // we did say "null queries..." |
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} |
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else |
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{ |
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gGL->glGetQueryObjectuivARB( m_name, GL_QUERY_RESULT_ARB, &resultval); |
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m_done = true; |
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} |
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} |
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break; |
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case EFence: |
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{ |
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if(!m_done) |
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{ |
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#ifdef HAVE_GL_ARB_SYNC |
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if (gGL->m_bHave_GL_ARB_sync) |
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{ |
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if (gGL->glClientWaitSync( m_syncobj, 0, 0 ) != GL_ALREADY_SIGNALED) |
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{ |
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GLenum syncstate; |
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do { |
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const GLuint64 timeout = 10 * ((GLuint64)1000 * 1000 * 1000); // 10 seconds in nanoseconds. |
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(void)timeout; |
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syncstate = gGL->glClientWaitSync( m_syncobj, GL_SYNC_FLUSH_COMMANDS_BIT, 0 ); |
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} while (syncstate == GL_TIMEOUT_EXPIRED); // any errors or success break out of this loop. |
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} |
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} |
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else |
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#endif |
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if (gGL->m_bHave_GL_NV_fence) |
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gGL->glFinishFenceNV( m_name ); |
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else if (gGL->m_bHave_GL_APPLE_fence) |
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gGL->glFinishFenceAPPLE( m_name ); |
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m_done = true; // for clarity or if they try to Complete twice |
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} |
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} |
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break; |
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} |
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Assert( m_done ); |
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// reset state for re-use - i.e. you have to call Complete if you want to re-use the object |
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m_started = m_stopped = m_done = false; |
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if (result) // caller may pass NULL if not interested in result, for example to clear a fence |
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{ |
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*result = resultval; |
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} |
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} |
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// accessors for the started/stopped state |
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bool CGLMQuery::IsStarted ( void ) |
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{ |
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return m_started; |
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} |
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bool CGLMQuery::IsStopped ( void ) |
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{ |
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return m_stopped; |
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} |
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