xolehlp: Fix calling convention.
[wine.git] / dlls / wined3d / query.c
bloba3a92464dfbf69a08288f0281de0c8e45317e99c
1 /*
2 * Copyright 2005 Oliver Stieber
3 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
4 * Copyright 2009-2010 Henri Verbeet for CodeWeavers.
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
30 return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
33 void wined3d_event_query_destroy(struct wined3d_event_query *query)
35 if (query->context) context_free_event_query(query);
36 HeapFree(GetProcessHeap(), 0, query);
39 static enum wined3d_event_query_result wined3d_event_query_test(const struct wined3d_event_query *query,
40 const struct wined3d_device *device)
42 struct wined3d_context *context;
43 const struct wined3d_gl_info *gl_info;
44 enum wined3d_event_query_result ret;
45 BOOL fence_result;
47 TRACE("(%p) : device %p\n", query, device);
49 if (!query->context)
51 TRACE("Query not started\n");
52 return WINED3D_EVENT_QUERY_NOT_STARTED;
55 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
57 WARN("Event query tested from wrong thread\n");
58 return WINED3D_EVENT_QUERY_WRONG_THREAD;
61 context = context_acquire(device, query->context->current_rt);
62 gl_info = context->gl_info;
64 if (gl_info->supported[ARB_SYNC])
66 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
67 checkGLcall("glClientWaitSync");
69 switch (gl_ret)
71 case GL_ALREADY_SIGNALED:
72 case GL_CONDITION_SATISFIED:
73 ret = WINED3D_EVENT_QUERY_OK;
74 break;
76 case GL_TIMEOUT_EXPIRED:
77 ret = WINED3D_EVENT_QUERY_WAITING;
78 break;
80 case GL_WAIT_FAILED:
81 default:
82 ERR("glClientWaitSync returned %#x.\n", gl_ret);
83 ret = WINED3D_EVENT_QUERY_ERROR;
86 else if (gl_info->supported[APPLE_FENCE])
88 fence_result = GL_EXTCALL(glTestFenceAPPLE(query->object.id));
89 checkGLcall("glTestFenceAPPLE");
90 if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
91 else ret = WINED3D_EVENT_QUERY_WAITING;
93 else if (gl_info->supported[NV_FENCE])
95 fence_result = GL_EXTCALL(glTestFenceNV(query->object.id));
96 checkGLcall("glTestFenceNV");
97 if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
98 else ret = WINED3D_EVENT_QUERY_WAITING;
100 else
102 ERR("Event query created despite lack of GL support\n");
103 ret = WINED3D_EVENT_QUERY_ERROR;
106 context_release(context);
107 return ret;
110 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
111 const struct wined3d_device *device)
113 struct wined3d_context *context;
114 const struct wined3d_gl_info *gl_info;
115 enum wined3d_event_query_result ret;
117 TRACE("(%p)\n", query);
119 if (!query->context)
121 TRACE("Query not started\n");
122 return WINED3D_EVENT_QUERY_NOT_STARTED;
124 gl_info = query->context->gl_info;
126 if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
128 /* A glFinish does not reliably wait for draws in other contexts. The caller has
129 * to find its own way to cope with the thread switch
131 WARN("Event query finished from wrong thread\n");
132 return WINED3D_EVENT_QUERY_WRONG_THREAD;
135 context = context_acquire(device, query->context->current_rt);
137 if (gl_info->supported[ARB_SYNC])
139 /* Apple seems to be into arbitrary limits, and timeouts larger than
140 * 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't
141 * really care and can live with waiting a few μs less. (OS X 10.7.4). */
142 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff));
143 checkGLcall("glClientWaitSync");
145 switch (gl_ret)
147 case GL_ALREADY_SIGNALED:
148 case GL_CONDITION_SATISFIED:
149 ret = WINED3D_EVENT_QUERY_OK;
150 break;
152 /* We don't expect a timeout for a ~584 year wait */
153 default:
154 ERR("glClientWaitSync returned %#x.\n", gl_ret);
155 ret = WINED3D_EVENT_QUERY_ERROR;
158 else if (context->gl_info->supported[APPLE_FENCE])
160 GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
161 checkGLcall("glFinishFenceAPPLE");
162 ret = WINED3D_EVENT_QUERY_OK;
164 else if (context->gl_info->supported[NV_FENCE])
166 GL_EXTCALL(glFinishFenceNV(query->object.id));
167 checkGLcall("glFinishFenceNV");
168 ret = WINED3D_EVENT_QUERY_OK;
170 else
172 ERR("Event query created without GL support\n");
173 ret = WINED3D_EVENT_QUERY_ERROR;
176 context_release(context);
177 return ret;
180 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device)
182 const struct wined3d_gl_info *gl_info;
183 struct wined3d_context *context;
185 if (query->context)
187 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
189 context_free_event_query(query);
190 context = context_acquire(device, NULL);
191 context_alloc_event_query(context, query);
193 else
195 context = context_acquire(device, query->context->current_rt);
198 else
200 context = context_acquire(device, NULL);
201 context_alloc_event_query(context, query);
204 gl_info = context->gl_info;
206 if (gl_info->supported[ARB_SYNC])
208 if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
209 checkGLcall("glDeleteSync");
210 query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
211 checkGLcall("glFenceSync");
213 else if (gl_info->supported[APPLE_FENCE])
215 GL_EXTCALL(glSetFenceAPPLE(query->object.id));
216 checkGLcall("glSetFenceAPPLE");
218 else if (gl_info->supported[NV_FENCE])
220 GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
221 checkGLcall("glSetFenceNV");
224 context_release(context);
227 ULONG CDECL wined3d_query_incref(struct wined3d_query *query)
229 ULONG refcount = InterlockedIncrement(&query->ref);
231 TRACE("%p increasing refcount to %u.\n", query, refcount);
233 return refcount;
236 ULONG CDECL wined3d_query_decref(struct wined3d_query *query)
238 ULONG refcount = InterlockedDecrement(&query->ref);
240 TRACE("%p decreasing refcount to %u.\n", query, refcount);
242 if (!refcount)
244 /* Queries are specific to the GL context that created them. Not
245 * deleting the query will obviously leak it, but that's still better
246 * than potentially deleting a different query with the same id in this
247 * context, and (still) leaking the actual query. */
248 if (query->type == WINED3D_QUERY_TYPE_EVENT)
250 struct wined3d_event_query *event_query = query->extendedData;
251 if (event_query) wined3d_event_query_destroy(event_query);
253 else if (query->type == WINED3D_QUERY_TYPE_OCCLUSION)
255 struct wined3d_occlusion_query *oq = query->extendedData;
257 if (oq->context) context_free_occlusion_query(oq);
258 HeapFree(GetProcessHeap(), 0, query->extendedData);
261 HeapFree(GetProcessHeap(), 0, query);
264 return refcount;
267 HRESULT CDECL wined3d_query_get_data(struct wined3d_query *query,
268 void *data, UINT data_size, DWORD flags)
270 TRACE("query %p, data %p, data_size %u, flags %#x.\n",
271 query, data, data_size, flags);
273 return query->query_ops->query_get_data(query, data, data_size, flags);
276 UINT CDECL wined3d_query_get_data_size(const struct wined3d_query *query)
278 TRACE("query %p.\n", query);
280 return query->data_size;
283 HRESULT CDECL wined3d_query_issue(struct wined3d_query *query, DWORD flags)
285 TRACE("query %p, flags %#x.\n", query, flags);
287 return query->query_ops->query_issue(query, flags);
290 static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query,
291 void *pData, DWORD dwSize, DWORD flags)
293 struct wined3d_occlusion_query *oq = query->extendedData;
294 struct wined3d_device *device = query->device;
295 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
296 struct wined3d_context *context;
297 DWORD* data = pData;
298 GLuint available;
299 GLuint samples;
300 HRESULT res;
302 TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
304 if (!oq->context)
305 query->state = QUERY_CREATED;
307 if (query->state == QUERY_CREATED)
309 /* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
310 TRACE("Query wasn't yet started, returning S_OK\n");
311 if(data) *data = 0;
312 return S_OK;
315 if (query->state == QUERY_BUILDING)
317 /* Msdn says this returns an error, but our tests show that S_FALSE is returned */
318 TRACE("Query is building, returning S_FALSE\n");
319 return S_FALSE;
322 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
324 WARN("%p Occlusion queries not supported. Returning 1.\n", query);
325 *data = 1;
326 return S_OK;
329 if (oq->context->tid != GetCurrentThreadId())
331 FIXME("%p Wrong thread, returning 1.\n", query);
332 *data = 1;
333 return S_OK;
336 context = context_acquire(query->device, oq->context->current_rt);
338 GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
339 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
340 TRACE("available %#x.\n", available);
342 if (available)
344 if (data)
346 GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_ARB, &samples));
347 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
348 TRACE("Returning %d samples.\n", samples);
349 *data = samples;
351 res = S_OK;
353 else
355 res = S_FALSE;
358 context_release(context);
360 return res;
363 static HRESULT wined3d_event_query_ops_get_data(struct wined3d_query *query,
364 void *pData, DWORD dwSize, DWORD flags)
366 struct wined3d_event_query *event_query = query->extendedData;
367 BOOL *data = pData;
368 enum wined3d_event_query_result ret;
370 TRACE("query %p, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
372 if (!pData || !dwSize) return S_OK;
373 if (!event_query)
375 WARN("Event query not supported by GL, reporting GPU idle.\n");
376 *data = TRUE;
377 return S_OK;
380 ret = wined3d_event_query_test(event_query, query->device);
381 switch(ret)
383 case WINED3D_EVENT_QUERY_OK:
384 case WINED3D_EVENT_QUERY_NOT_STARTED:
385 *data = TRUE;
386 break;
388 case WINED3D_EVENT_QUERY_WAITING:
389 *data = FALSE;
390 break;
392 case WINED3D_EVENT_QUERY_WRONG_THREAD:
393 FIXME("(%p) Wrong thread, reporting GPU idle.\n", query);
394 *data = TRUE;
395 break;
397 case WINED3D_EVENT_QUERY_ERROR:
398 ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
399 return WINED3DERR_INVALIDCALL;
402 return S_OK;
405 enum wined3d_query_type CDECL wined3d_query_get_type(const struct wined3d_query *query)
407 TRACE("query %p.\n", query);
409 return query->type;
412 static HRESULT wined3d_event_query_ops_issue(struct wined3d_query *query, DWORD flags)
414 TRACE("query %p, flags %#x.\n", query, flags);
416 TRACE("(%p) : flags %#x, type D3DQUERY_EVENT\n", query, flags);
417 if (flags & WINED3DISSUE_END)
419 struct wined3d_event_query *event_query = query->extendedData;
421 /* Faked event query support */
422 if (!event_query) return WINED3D_OK;
424 wined3d_event_query_issue(event_query, query->device);
426 else if (flags & WINED3DISSUE_BEGIN)
428 /* Started implicitly at device creation */
429 ERR("Event query issued with START flag - what to do?\n");
432 if (flags & WINED3DISSUE_BEGIN)
433 query->state = QUERY_BUILDING;
434 else
435 query->state = QUERY_SIGNALLED;
437 return WINED3D_OK;
440 static HRESULT wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD flags)
442 struct wined3d_device *device = query->device;
443 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
445 TRACE("query %p, flags %#x.\n", query, flags);
447 if (gl_info->supported[ARB_OCCLUSION_QUERY])
449 struct wined3d_occlusion_query *oq = query->extendedData;
450 struct wined3d_context *context;
452 /* This is allowed according to msdn and our tests. Reset the query and restart */
453 if (flags & WINED3DISSUE_BEGIN)
455 if (query->state == QUERY_BUILDING)
457 if (oq->context->tid != GetCurrentThreadId())
459 FIXME("Wrong thread, can't restart query.\n");
461 context_free_occlusion_query(oq);
462 context = context_acquire(query->device, NULL);
463 context_alloc_occlusion_query(context, oq);
465 else
467 context = context_acquire(query->device, oq->context->current_rt);
469 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
470 checkGLcall("glEndQuery()");
473 else
475 if (oq->context) context_free_occlusion_query(oq);
476 context = context_acquire(query->device, NULL);
477 context_alloc_occlusion_query(context, oq);
480 GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq->id));
481 checkGLcall("glBeginQuery()");
483 context_release(context);
485 if (flags & WINED3DISSUE_END)
487 /* Msdn says _END on a non-building occlusion query returns an error, but
488 * our tests show that it returns OK. But OpenGL doesn't like it, so avoid
489 * generating an error
491 if (query->state == QUERY_BUILDING)
493 if (oq->context->tid != GetCurrentThreadId())
495 FIXME("Wrong thread, can't end query.\n");
497 else
499 context = context_acquire(query->device, oq->context->current_rt);
501 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
502 checkGLcall("glEndQuery()");
504 context_release(context);
509 else
511 FIXME("%p Occlusion queries not supported.\n", query);
514 if (flags & WINED3DISSUE_BEGIN)
515 query->state = QUERY_BUILDING;
516 else
517 query->state = QUERY_SIGNALLED;
519 return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
522 static const struct wined3d_query_ops event_query_ops =
524 wined3d_event_query_ops_get_data,
525 wined3d_event_query_ops_issue,
528 static const struct wined3d_query_ops occlusion_query_ops =
530 wined3d_occlusion_query_ops_get_data,
531 wined3d_occlusion_query_ops_issue,
534 static HRESULT query_init(struct wined3d_query *query, struct wined3d_device *device, enum wined3d_query_type type)
536 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
538 switch (type)
540 case WINED3D_QUERY_TYPE_OCCLUSION:
541 TRACE("Occlusion query.\n");
542 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
544 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n");
545 return WINED3DERR_NOTAVAILABLE;
547 query->query_ops = &occlusion_query_ops;
548 query->data_size = sizeof(DWORD);
549 query->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
550 if (!query->extendedData)
552 ERR("Failed to allocate occlusion query extended data.\n");
553 return E_OUTOFMEMORY;
555 ((struct wined3d_occlusion_query *)query->extendedData)->context = NULL;
556 break;
558 case WINED3D_QUERY_TYPE_EVENT:
559 TRACE("Event query.\n");
560 if (!wined3d_event_query_supported(gl_info))
562 /* Half-Life 2 needs this query. It does not render the main
563 * menu correctly otherwise. Pretend to support it, faking
564 * this query does not do much harm except potentially
565 * lowering performance. */
566 FIXME("Event query: Unimplemented, but pretending to be supported.\n");
568 query->query_ops = &event_query_ops;
569 query->data_size = sizeof(BOOL);
570 query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query));
571 if (!query->extendedData)
573 ERR("Failed to allocate event query memory.\n");
574 return E_OUTOFMEMORY;
576 break;
578 case WINED3D_QUERY_TYPE_VCACHE:
579 case WINED3D_QUERY_TYPE_RESOURCE_MANAGER:
580 case WINED3D_QUERY_TYPE_VERTEX_STATS:
581 case WINED3D_QUERY_TYPE_TIMESTAMP:
582 case WINED3D_QUERY_TYPE_TIMESTAMP_DISJOINT:
583 case WINED3D_QUERY_TYPE_TIMESTAMP_FREQ:
584 case WINED3D_QUERY_TYPE_PIPELINE_TIMINGS:
585 case WINED3D_QUERY_TYPE_INTERFACE_TIMINGS:
586 case WINED3D_QUERY_TYPE_VERTEX_TIMINGS:
587 case WINED3D_QUERY_TYPE_PIXEL_TIMINGS:
588 case WINED3D_QUERY_TYPE_BANDWIDTH_TIMINGS:
589 case WINED3D_QUERY_TYPE_CACHE_UTILIZATION:
590 default:
591 FIXME("Unhandled query type %#x.\n", type);
592 return WINED3DERR_NOTAVAILABLE;
595 query->type = type;
596 query->state = QUERY_CREATED;
597 query->device = device;
598 query->ref = 1;
600 return WINED3D_OK;
603 HRESULT CDECL wined3d_query_create(struct wined3d_device *device,
604 enum wined3d_query_type type, struct wined3d_query **query)
606 struct wined3d_query *object;
607 HRESULT hr;
609 TRACE("device %p, type %#x, query %p.\n", device, type, query);
611 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
612 if (!object)
613 return E_OUTOFMEMORY;
615 hr = query_init(object, device, type);
616 if (FAILED(hr))
618 WARN("Failed to initialize query, hr %#x.\n", hr);
619 HeapFree(GetProcessHeap(), 0, object);
620 return hr;
623 TRACE("Created query %p.\n", object);
624 *query = object;
626 return WINED3D_OK;