107 lines
3.7 KiB
C++
107 lines
3.7 KiB
C++
//========= 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
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell 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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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// cglmquery.h
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// GLMgr queries
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//
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//===============================================================================
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#ifndef CGLMQUERY_H
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#define CGLMQUERY_H
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#pragma once
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//===============================================================================
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// forward declarations
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class GLMContext;
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class CGLMQuery;
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//===============================================================================
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enum EGLMQueryType { EOcclusion, EFence, EGLMQueryCount };
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struct GLMQueryParams {
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EGLMQueryType m_type;
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};
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class CGLMQuery {
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// leave everything public til it's running
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public:
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friend class GLMContext; // only GLMContext can make CGLMTex objects
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friend struct IDirect3DDevice9;
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friend struct IDirect3DQuery9;
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GLMContext *m_ctx; // link back to parent context
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GLMQueryParams m_params; // params created with
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GLuint m_name; // name of the query object per se - could be fence, could
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// be query object ... NOT USED WITH GL_ARB_sync!
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#ifdef HAVE_GL_ARB_SYNC
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GLsync m_syncobj; // GL_ARB_sync object. NOT USED WITH GL_NV_fence or
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// GL_APPLE_fence!
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#else
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GLuint m_syncobj;
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#endif
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bool m_started;
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bool m_stopped;
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bool m_done;
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bool
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m_nullQuery; // was gl_nullqueries true at Start time - if so, continue
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// to act like a null query through Stop/IsDone/Complete
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// time restated - only Start should examine the convar.
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static uint s_nTotalOcclusionQueryCreatesOrDeletes;
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CGLMQuery(GLMContext *ctx, GLMQueryParams *params);
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~CGLMQuery();
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// for an occlusion query:
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// Start = BeginQuery query-start goes into stream
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// Stop = EndQuery query-end goes into stream - a fence is also set so
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//we can probe for completion IsDone = TestFence use the added
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//fence to ask if query-end has passed (i.e. will Complete block?) Complete
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//= GetQueryObjectuivARB(uint id, enum pname, uint *params) - extract the
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//sample count
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// for a fence query:
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// Start = SetFence fence goes into command stream
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// Stop = NOP fences are self finishing - no need to call Stop on a
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//fence IsDone = TestFence ask if fence passed Complete =
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//FinishFence
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void Start(void);
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void Stop(void);
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bool IsDone(void);
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void Complete(uint *result);
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// accessors for the started/stopped state
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bool IsStarted(void);
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bool IsStopped(void);
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};
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#endif
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