windowscodecs: Add support for VT_LPWSTR property ids to MetadataHandler_GetValue.
[wine/multimedia.git] / dlls / wined3d / query.c
blob2ee14a3e562bd4aa8173487615d80ea389d9884f
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 ENTER_GL();
66 if (gl_info->supported[ARB_SYNC])
68 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
69 checkGLcall("glClientWaitSync");
71 switch (gl_ret)
73 case GL_ALREADY_SIGNALED:
74 case GL_CONDITION_SATISFIED:
75 ret = WINED3D_EVENT_QUERY_OK;
76 break;
78 case GL_TIMEOUT_EXPIRED:
79 ret = WINED3D_EVENT_QUERY_WAITING;
80 break;
82 case GL_WAIT_FAILED:
83 default:
84 ERR("glClientWaitSync returned %#x.\n", gl_ret);
85 ret = WINED3D_EVENT_QUERY_ERROR;
88 else if (gl_info->supported[APPLE_FENCE])
90 fence_result = GL_EXTCALL(glTestFenceAPPLE(query->object.id));
91 checkGLcall("glTestFenceAPPLE");
92 if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
93 else ret = WINED3D_EVENT_QUERY_WAITING;
95 else if (gl_info->supported[NV_FENCE])
97 fence_result = GL_EXTCALL(glTestFenceNV(query->object.id));
98 checkGLcall("glTestFenceNV");
99 if (fence_result) ret = WINED3D_EVENT_QUERY_OK;
100 else ret = WINED3D_EVENT_QUERY_WAITING;
102 else
104 ERR("Event query created despite lack of GL support\n");
105 ret = WINED3D_EVENT_QUERY_ERROR;
108 LEAVE_GL();
110 context_release(context);
111 return ret;
114 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
115 const struct wined3d_device *device)
117 struct wined3d_context *context;
118 const struct wined3d_gl_info *gl_info;
119 enum wined3d_event_query_result ret;
121 TRACE("(%p)\n", query);
123 if (!query->context)
125 TRACE("Query not started\n");
126 return WINED3D_EVENT_QUERY_NOT_STARTED;
128 gl_info = query->context->gl_info;
130 if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
132 /* A glFinish does not reliably wait for draws in other contexts. The caller has
133 * to find its own way to cope with the thread switch
135 WARN("Event query finished from wrong thread\n");
136 return WINED3D_EVENT_QUERY_WRONG_THREAD;
139 context = context_acquire(device, query->context->current_rt);
141 ENTER_GL();
142 if (gl_info->supported[ARB_SYNC])
144 /* Apple seems to be into arbitrary limits, and timeouts larger than
145 * 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't
146 * really care and can live with waiting a few μs less. (OS X 10.7.4). */
147 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff));
148 checkGLcall("glClientWaitSync");
150 switch (gl_ret)
152 case GL_ALREADY_SIGNALED:
153 case GL_CONDITION_SATISFIED:
154 ret = WINED3D_EVENT_QUERY_OK;
155 break;
157 /* We don't expect a timeout for a ~584 year wait */
158 default:
159 ERR("glClientWaitSync returned %#x.\n", gl_ret);
160 ret = WINED3D_EVENT_QUERY_ERROR;
163 else if (context->gl_info->supported[APPLE_FENCE])
165 GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
166 checkGLcall("glFinishFenceAPPLE");
167 ret = WINED3D_EVENT_QUERY_OK;
169 else if (context->gl_info->supported[NV_FENCE])
171 GL_EXTCALL(glFinishFenceNV(query->object.id));
172 checkGLcall("glFinishFenceNV");
173 ret = WINED3D_EVENT_QUERY_OK;
175 else
177 ERR("Event query created without GL support\n");
178 ret = WINED3D_EVENT_QUERY_ERROR;
180 LEAVE_GL();
182 context_release(context);
183 return ret;
186 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device)
188 const struct wined3d_gl_info *gl_info;
189 struct wined3d_context *context;
191 if (query->context)
193 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
195 context_free_event_query(query);
196 context = context_acquire(device, NULL);
197 context_alloc_event_query(context, query);
199 else
201 context = context_acquire(device, query->context->current_rt);
204 else
206 context = context_acquire(device, NULL);
207 context_alloc_event_query(context, query);
210 gl_info = context->gl_info;
212 ENTER_GL();
214 if (gl_info->supported[ARB_SYNC])
216 if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
217 checkGLcall("glDeleteSync");
218 query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
219 checkGLcall("glFenceSync");
221 else if (gl_info->supported[APPLE_FENCE])
223 GL_EXTCALL(glSetFenceAPPLE(query->object.id));
224 checkGLcall("glSetFenceAPPLE");
226 else if (gl_info->supported[NV_FENCE])
228 GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
229 checkGLcall("glSetFenceNV");
232 LEAVE_GL();
234 context_release(context);
237 ULONG CDECL wined3d_query_incref(struct wined3d_query *query)
239 ULONG refcount = InterlockedIncrement(&query->ref);
241 TRACE("%p increasing refcount to %u.\n", query, refcount);
243 return refcount;
246 ULONG CDECL wined3d_query_decref(struct wined3d_query *query)
248 ULONG refcount = InterlockedDecrement(&query->ref);
250 TRACE("%p decreasing refcount to %u.\n", query, refcount);
252 if (!refcount)
254 /* Queries are specific to the GL context that created them. Not
255 * deleting the query will obviously leak it, but that's still better
256 * than potentially deleting a different query with the same id in this
257 * context, and (still) leaking the actual query. */
258 if (query->type == WINED3D_QUERY_TYPE_EVENT)
260 struct wined3d_event_query *event_query = query->extendedData;
261 if (event_query) wined3d_event_query_destroy(event_query);
263 else if (query->type == WINED3D_QUERY_TYPE_OCCLUSION)
265 struct wined3d_occlusion_query *oq = query->extendedData;
267 if (oq->context) context_free_occlusion_query(oq);
268 HeapFree(GetProcessHeap(), 0, query->extendedData);
271 HeapFree(GetProcessHeap(), 0, query);
274 return refcount;
277 HRESULT CDECL wined3d_query_get_data(struct wined3d_query *query,
278 void *data, UINT data_size, DWORD flags)
280 TRACE("query %p, data %p, data_size %u, flags %#x.\n",
281 query, data, data_size, flags);
283 return query->query_ops->query_get_data(query, data, data_size, flags);
286 UINT CDECL wined3d_query_get_data_size(const struct wined3d_query *query)
288 TRACE("query %p.\n", query);
290 return query->data_size;
293 HRESULT CDECL wined3d_query_issue(struct wined3d_query *query, DWORD flags)
295 TRACE("query %p, flags %#x.\n", query, flags);
297 return query->query_ops->query_issue(query, flags);
300 static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query,
301 void *pData, DWORD dwSize, DWORD flags)
303 struct wined3d_occlusion_query *oq = query->extendedData;
304 struct wined3d_device *device = query->device;
305 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
306 struct wined3d_context *context;
307 DWORD* data = pData;
308 GLuint available;
309 GLuint samples;
310 HRESULT res;
312 TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
314 if (!oq->context)
315 query->state = QUERY_CREATED;
317 if (query->state == QUERY_CREATED)
319 /* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
320 TRACE("Query wasn't yet started, returning S_OK\n");
321 if(data) *data = 0;
322 return S_OK;
325 if (query->state == QUERY_BUILDING)
327 /* Msdn says this returns an error, but our tests show that S_FALSE is returned */
328 TRACE("Query is building, returning S_FALSE\n");
329 return S_FALSE;
332 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
334 WARN("%p Occlusion queries not supported. Returning 1.\n", query);
335 *data = 1;
336 return S_OK;
339 if (oq->context->tid != GetCurrentThreadId())
341 FIXME("%p Wrong thread, returning 1.\n", query);
342 *data = 1;
343 return S_OK;
346 context = context_acquire(query->device, oq->context->current_rt);
348 ENTER_GL();
350 GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
351 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
352 TRACE("available %#x.\n", available);
354 if (available)
356 if (data)
358 GL_EXTCALL(glGetQueryObjectuivARB(oq->id, GL_QUERY_RESULT_ARB, &samples));
359 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
360 TRACE("Returning %d samples.\n", samples);
361 *data = samples;
363 res = S_OK;
365 else
367 res = S_FALSE;
370 LEAVE_GL();
372 context_release(context);
374 return res;
377 static HRESULT wined3d_event_query_ops_get_data(struct wined3d_query *query,
378 void *pData, DWORD dwSize, DWORD flags)
380 struct wined3d_event_query *event_query = query->extendedData;
381 BOOL *data = pData;
382 enum wined3d_event_query_result ret;
384 TRACE("query %p, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
386 if (!pData || !dwSize) return S_OK;
387 if (!event_query)
389 WARN("Event query not supported by GL, reporting GPU idle.\n");
390 *data = TRUE;
391 return S_OK;
394 ret = wined3d_event_query_test(event_query, query->device);
395 switch(ret)
397 case WINED3D_EVENT_QUERY_OK:
398 case WINED3D_EVENT_QUERY_NOT_STARTED:
399 *data = TRUE;
400 break;
402 case WINED3D_EVENT_QUERY_WAITING:
403 *data = FALSE;
404 break;
406 case WINED3D_EVENT_QUERY_WRONG_THREAD:
407 FIXME("(%p) Wrong thread, reporting GPU idle.\n", query);
408 *data = TRUE;
409 break;
411 case WINED3D_EVENT_QUERY_ERROR:
412 ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
413 return WINED3DERR_INVALIDCALL;
416 return S_OK;
419 enum wined3d_query_type CDECL wined3d_query_get_type(const struct wined3d_query *query)
421 TRACE("query %p.\n", query);
423 return query->type;
426 static HRESULT wined3d_event_query_ops_issue(struct wined3d_query *query, DWORD flags)
428 TRACE("query %p, flags %#x.\n", query, flags);
430 TRACE("(%p) : flags %#x, type D3DQUERY_EVENT\n", query, flags);
431 if (flags & WINED3DISSUE_END)
433 struct wined3d_event_query *event_query = query->extendedData;
435 /* Faked event query support */
436 if (!event_query) return WINED3D_OK;
438 wined3d_event_query_issue(event_query, query->device);
440 else if (flags & WINED3DISSUE_BEGIN)
442 /* Started implicitly at device creation */
443 ERR("Event query issued with START flag - what to do?\n");
446 if (flags & WINED3DISSUE_BEGIN)
447 query->state = QUERY_BUILDING;
448 else
449 query->state = QUERY_SIGNALLED;
451 return WINED3D_OK;
454 static HRESULT wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD flags)
456 struct wined3d_device *device = query->device;
457 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
459 TRACE("query %p, flags %#x.\n", query, flags);
461 if (gl_info->supported[ARB_OCCLUSION_QUERY])
463 struct wined3d_occlusion_query *oq = query->extendedData;
464 struct wined3d_context *context;
466 /* This is allowed according to msdn and our tests. Reset the query and restart */
467 if (flags & WINED3DISSUE_BEGIN)
469 if (query->state == QUERY_BUILDING)
471 if (oq->context->tid != GetCurrentThreadId())
473 FIXME("Wrong thread, can't restart query.\n");
475 context_free_occlusion_query(oq);
476 context = context_acquire(query->device, NULL);
477 context_alloc_occlusion_query(context, oq);
479 else
481 context = context_acquire(query->device, oq->context->current_rt);
483 ENTER_GL();
484 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
485 checkGLcall("glEndQuery()");
486 LEAVE_GL();
489 else
491 if (oq->context) context_free_occlusion_query(oq);
492 context = context_acquire(query->device, NULL);
493 context_alloc_occlusion_query(context, oq);
496 ENTER_GL();
497 GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq->id));
498 checkGLcall("glBeginQuery()");
499 LEAVE_GL();
501 context_release(context);
503 if (flags & WINED3DISSUE_END)
505 /* Msdn says _END on a non-building occlusion query returns an error, but
506 * our tests show that it returns OK. But OpenGL doesn't like it, so avoid
507 * generating an error
509 if (query->state == QUERY_BUILDING)
511 if (oq->context->tid != GetCurrentThreadId())
513 FIXME("Wrong thread, can't end query.\n");
515 else
517 context = context_acquire(query->device, oq->context->current_rt);
519 ENTER_GL();
520 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
521 checkGLcall("glEndQuery()");
522 LEAVE_GL();
524 context_release(context);
529 else
531 FIXME("%p Occlusion queries not supported.\n", query);
534 if (flags & WINED3DISSUE_BEGIN)
535 query->state = QUERY_BUILDING;
536 else
537 query->state = QUERY_SIGNALLED;
539 return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
542 static const struct wined3d_query_ops event_query_ops =
544 wined3d_event_query_ops_get_data,
545 wined3d_event_query_ops_issue,
548 static const struct wined3d_query_ops occlusion_query_ops =
550 wined3d_occlusion_query_ops_get_data,
551 wined3d_occlusion_query_ops_issue,
554 static HRESULT query_init(struct wined3d_query *query, struct wined3d_device *device, enum wined3d_query_type type)
556 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
558 switch (type)
560 case WINED3D_QUERY_TYPE_OCCLUSION:
561 TRACE("Occlusion query.\n");
562 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
564 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n");
565 return WINED3DERR_NOTAVAILABLE;
567 query->query_ops = &occlusion_query_ops;
568 query->data_size = sizeof(DWORD);
569 query->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
570 if (!query->extendedData)
572 ERR("Failed to allocate occlusion query extended data.\n");
573 return E_OUTOFMEMORY;
575 ((struct wined3d_occlusion_query *)query->extendedData)->context = NULL;
576 break;
578 case WINED3D_QUERY_TYPE_EVENT:
579 TRACE("Event query.\n");
580 if (!wined3d_event_query_supported(gl_info))
582 /* Half-Life 2 needs this query. It does not render the main
583 * menu correctly otherwise. Pretend to support it, faking
584 * this query does not do much harm except potentially
585 * lowering performance. */
586 FIXME("Event query: Unimplemented, but pretending to be supported.\n");
588 query->query_ops = &event_query_ops;
589 query->data_size = sizeof(BOOL);
590 query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query));
591 if (!query->extendedData)
593 ERR("Failed to allocate event query memory.\n");
594 return E_OUTOFMEMORY;
596 break;
598 case WINED3D_QUERY_TYPE_VCACHE:
599 case WINED3D_QUERY_TYPE_RESOURCE_MANAGER:
600 case WINED3D_QUERY_TYPE_VERTEX_STATS:
601 case WINED3D_QUERY_TYPE_TIMESTAMP:
602 case WINED3D_QUERY_TYPE_TIMESTAMP_DISJOINT:
603 case WINED3D_QUERY_TYPE_TIMESTAMP_FREQ:
604 case WINED3D_QUERY_TYPE_PIPELINE_TIMINGS:
605 case WINED3D_QUERY_TYPE_INTERFACE_TIMINGS:
606 case WINED3D_QUERY_TYPE_VERTEX_TIMINGS:
607 case WINED3D_QUERY_TYPE_PIXEL_TIMINGS:
608 case WINED3D_QUERY_TYPE_BANDWIDTH_TIMINGS:
609 case WINED3D_QUERY_TYPE_CACHE_UTILIZATION:
610 default:
611 FIXME("Unhandled query type %#x.\n", type);
612 return WINED3DERR_NOTAVAILABLE;
615 query->type = type;
616 query->state = QUERY_CREATED;
617 query->device = device;
618 query->ref = 1;
620 return WINED3D_OK;
623 HRESULT CDECL wined3d_query_create(struct wined3d_device *device,
624 enum wined3d_query_type type, struct wined3d_query **query)
626 struct wined3d_query *object;
627 HRESULT hr;
629 TRACE("device %p, type %#x, query %p.\n", device, type, query);
631 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
632 if (!object)
634 ERR("Failed to allocate query memory.\n");
635 return E_OUTOFMEMORY;
638 hr = query_init(object, device, type);
639 if (FAILED(hr))
641 WARN("Failed to initialize query, hr %#x.\n", hr);
642 HeapFree(GetProcessHeap(), 0, object);
643 return hr;
646 TRACE("Created query %p.\n", object);
647 *query = object;
649 return WINED3D_OK;