//========= Copyright Valve Corporation, All rights reserved. ============// // TOGL CODE LICENSE // // Copyright 2011-2014 Valve Corporation // All Rights Reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // // cglmquery.h // GLMgr queries // //=============================================================================== #ifndef CGLMQUERY_H #define CGLMQUERY_H #pragma once //=============================================================================== // forward declarations class GLMContext; class CGLMQuery; //=============================================================================== enum EGLMQueryType { EOcclusion, EFence, EGLMQueryCount }; struct GLMQueryParams { EGLMQueryType m_type; }; class CGLMQuery { // leave everything public til it's running public: friend class GLMContext; // only GLMContext can make CGLMTex objects friend struct IDirect3DDevice9; friend struct IDirect3DQuery9; GLMContext *m_ctx; // link back to parent context GLMQueryParams m_params; // params created with GLuint m_name; // name of the query object per se - could be fence, could // be query object ... NOT USED WITH GL_ARB_sync! #ifdef HAVE_GL_ARB_SYNC GLsync m_syncobj; // GL_ARB_sync object. NOT USED WITH GL_NV_fence or // GL_APPLE_fence! #else GLuint m_syncobj; #endif bool m_started; bool m_stopped; bool m_done; bool m_nullQuery; // was gl_nullqueries true at Start time - if so, continue // to act like a null query through Stop/IsDone/Complete // time restated - only Start should examine the convar. static uint s_nTotalOcclusionQueryCreatesOrDeletes; CGLMQuery(GLMContext *ctx, GLMQueryParams *params); ~CGLMQuery(); // for an occlusion query: // Start = BeginQuery query-start goes into stream // Stop = EndQuery query-end goes into stream - a fence is also set so //we can probe for completion IsDone = TestFence use the added //fence to ask if query-end has passed (i.e. will Complete block?) Complete //= GetQueryObjectuivARB(uint id, enum pname, uint *params) - extract the //sample count // for a fence query: // Start = SetFence fence goes into command stream // Stop = NOP fences are self finishing - no need to call Stop on a //fence IsDone = TestFence ask if fence passed Complete = //FinishFence void Start(void); void Stop(void); bool IsDone(void); void Complete(uint *result); // accessors for the started/stopped state bool IsStarted(void); bool IsStopped(void); }; #endif