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//========= 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