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110 lines
3.9 KiB
C++
110 lines
3.9 KiB
C++
// Filename: glTimerQueryContext_src.cxx
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// Created by: rdb (22Aug14)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "pnotify.h"
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#include "dcast.h"
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#include "lightMutexHolder.h"
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#include "pStatTimer.h"
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#ifndef OPENGLES // Timer queries not supported by OpenGL ES.
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TypeHandle CLP(TimerQueryContext)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: GLTimerQueryContext::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CLP(TimerQueryContext)::
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~CLP(TimerQueryContext)() {
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if (_index != 0) {
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// Tell the GSG to recycle this index when it gets around to it.
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// If it has already shut down, though, too bad. This means we
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// never get to free this index, but presumably the app is
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// already shutting down anyway.
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if (!_glgsg.was_deleted()) {
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LightMutexHolder holder(_glgsg->_lock);
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_glgsg->_deleted_queries.push_back(_index);
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_index = 0;
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLTimerQueryContext::is_answer_ready
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// Access: Public, Virtual
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// Description: Returns true if the query's answer is ready, false
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// otherwise. If this returns false, the application
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// must continue to poll until it returns true.
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//
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// It is only valid to call this from the draw thread.
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////////////////////////////////////////////////////////////////////
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bool CLP(TimerQueryContext)::
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is_answer_ready() const {
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GLuint result;
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_glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT_AVAILABLE, &result);
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return (result != 0);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLTimerQueryContext::waiting_for_answer
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// Access: Public, Virtual
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// Description: Requests the graphics engine to expedite the pending
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// answer--the application is now waiting until the
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// answer is ready.
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//
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// It is only valid to call this from the draw thread.
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////////////////////////////////////////////////////////////////////
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void CLP(TimerQueryContext)::
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waiting_for_answer() {
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PStatTimer timer(GraphicsStateGuardian::_wait_timer_pcollector);
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glFlush();
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}
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////////////////////////////////////////////////////////////////////
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// Function: TimerQueryContext::get_timestamp
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// Access: Public, Virtual
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// Description: Returns the timestamp that is the result of this
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// timer query. There's no guarantee about which
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// clock this uses, the only guarantee is that
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// subtracting a start time from an end time should
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// yield a time in seconds.
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// If is_answer_ready() did not return true, this
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// function may block before it returns.
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//
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// It is only valid to call this from the draw thread.
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////////////////////////////////////////////////////////////////////
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double CLP(TimerQueryContext)::
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get_timestamp() const {
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GLuint64 time_ns;
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/*GLuint available;
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_glgsg->_glGetQueryObjectuiv(_index[1], GL_QUERY_RESULT_AVAILABLE, &available);
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if (available) {
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// The answer is ready now.
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do_get_timestamps(begin_ns, end_ns);
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} else {
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// The answer is not ready; this call will block.
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PStatTimer timer(GraphicsStateGuardian::_wait_timer_pcollector);
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do_get_timestamps(begin_ns, end_ns);
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}*/
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_glgsg->_glGetQueryObjectui64v(_index, GL_QUERY_RESULT, &time_ns);
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return time_ns * 0.000000001;
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}
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#endif // OPENGLES
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