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[wine/multimedia.git] / dlls / wined3d / query.c
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1 /*
2 * IWineD3DQuery implementation
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2009 Henri Verbeet for CodeWeavers.
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
31 return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
34 void wined3d_event_query_destroy(struct wined3d_event_query *query)
36 if (query->context) context_free_event_query(query);
37 HeapFree(GetProcessHeap(), 0, query);
40 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *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(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
116 struct wined3d_context *context;
117 const struct wined3d_gl_info *gl_info;
118 enum wined3d_event_query_result ret;
120 TRACE("(%p)\n", query);
122 if (!query->context)
124 TRACE("Query not started\n");
125 return WINED3D_EVENT_QUERY_NOT_STARTED;
127 gl_info = query->context->gl_info;
129 if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
131 /* A glFinish does not reliably wait for draws in other contexts. The caller has
132 * to find its own way to cope with the thread switch
134 WARN("Event query finished from wrong thread\n");
135 return WINED3D_EVENT_QUERY_WRONG_THREAD;
138 context = context_acquire(device, query->context->current_rt);
140 ENTER_GL();
141 if (gl_info->supported[ARB_SYNC])
143 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, ~(GLuint64)0));
144 checkGLcall("glClientWaitSync");
146 switch (gl_ret)
148 case GL_ALREADY_SIGNALED:
149 case GL_CONDITION_SATISFIED:
150 ret = WINED3D_EVENT_QUERY_OK;
151 break;
153 /* We don't expect a timeout for a ~584 year wait */
154 default:
155 ERR("glClientWaitSync returned %#x.\n", gl_ret);
156 ret = WINED3D_EVENT_QUERY_ERROR;
159 else if (context->gl_info->supported[APPLE_FENCE])
161 GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
162 checkGLcall("glFinishFenceAPPLE");
163 ret = WINED3D_EVENT_QUERY_OK;
165 else if (context->gl_info->supported[NV_FENCE])
167 GL_EXTCALL(glFinishFenceNV(query->object.id));
168 checkGLcall("glFinishFenceNV");
169 ret = WINED3D_EVENT_QUERY_OK;
171 else
173 ERR("Event query created without GL support\n");
174 ret = WINED3D_EVENT_QUERY_ERROR;
176 LEAVE_GL();
178 context_release(context);
179 return ret;
182 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
184 const struct wined3d_gl_info *gl_info;
185 struct wined3d_context *context;
187 if (query->context)
189 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
191 context_free_event_query(query);
192 context = context_acquire(device, NULL);
193 context_alloc_event_query(context, query);
195 else
197 context = context_acquire(device, query->context->current_rt);
200 else
202 context = context_acquire(device, NULL);
203 context_alloc_event_query(context, query);
206 gl_info = context->gl_info;
208 ENTER_GL();
210 if (gl_info->supported[ARB_SYNC])
212 if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
213 checkGLcall("glDeleteSync");
214 query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
215 checkGLcall("glFenceSync");
217 else if (gl_info->supported[APPLE_FENCE])
219 GL_EXTCALL(glSetFenceAPPLE(query->object.id));
220 checkGLcall("glSetFenceAPPLE");
222 else if (gl_info->supported[NV_FENCE])
224 GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
225 checkGLcall("glSetFenceNV");
228 LEAVE_GL();
230 context_release(context);
233 static HRESULT WINAPI IWineD3DQueryImpl_QueryInterface(IWineD3DQuery *iface, REFIID riid, void **object)
235 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
237 if (IsEqualGUID(riid, &IID_IWineD3DQuery)
238 || IsEqualGUID(riid, &IID_IUnknown))
240 IUnknown_AddRef(iface);
241 *object = iface;
242 return S_OK;
245 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
247 *object = NULL;
248 return E_NOINTERFACE;
251 static ULONG WINAPI IWineD3DQueryImpl_AddRef(IWineD3DQuery *iface) {
252 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
253 TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
254 return InterlockedIncrement(&This->ref);
257 static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
258 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
259 ULONG ref;
260 TRACE("(%p) : Releasing from %d\n", This, This->ref);
261 ref = InterlockedDecrement(&This->ref);
263 if (!ref)
265 /* Queries are specific to the GL context that created them. Not
266 * deleting the query will obviously leak it, but that's still better
267 * than potentially deleting a different query with the same id in this
268 * context, and (still) leaking the actual query. */
269 if (This->type == WINED3DQUERYTYPE_EVENT)
271 struct wined3d_event_query *query = This->extendedData;
272 if (query) wined3d_event_query_destroy(query);
274 else if (This->type == WINED3DQUERYTYPE_OCCLUSION)
276 struct wined3d_occlusion_query *query = This->extendedData;
278 if (query->context) context_free_occlusion_query(query);
279 HeapFree(GetProcessHeap(), 0, This->extendedData);
282 HeapFree(GetProcessHeap(), 0, This);
284 return ref;
287 static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
288 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
289 struct wined3d_occlusion_query *query = This->extendedData;
290 IWineD3DDeviceImpl *device = This->device;
291 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
292 struct wined3d_context *context;
293 DWORD* data = pData;
294 GLuint available;
295 GLuint samples;
296 HRESULT res;
298 TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
300 if (!query->context) This->state = QUERY_CREATED;
302 if (This->state == QUERY_CREATED)
304 /* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
305 TRACE("Query wasn't yet started, returning S_OK\n");
306 if(data) *data = 0;
307 return S_OK;
310 if (This->state == QUERY_BUILDING)
312 /* Msdn says this returns an error, but our tests show that S_FALSE is returned */
313 TRACE("Query is building, returning S_FALSE\n");
314 return S_FALSE;
317 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
319 WARN("(%p) : Occlusion queries not supported. Returning 1.\n", This);
320 *data = 1;
321 return S_OK;
324 if (query->context->tid != GetCurrentThreadId())
326 FIXME("%p Wrong thread, returning 1.\n", This);
327 *data = 1;
328 return S_OK;
331 context = context_acquire(This->device, query->context->current_rt);
333 ENTER_GL();
335 GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
336 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
337 TRACE("(%p) : available %d.\n", This, available);
339 if (available)
341 if (data)
343 GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_ARB, &samples));
344 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
345 TRACE("(%p) : Returning %d samples.\n", This, samples);
346 *data = samples;
348 res = S_OK;
350 else
352 res = S_FALSE;
355 LEAVE_GL();
357 context_release(context);
359 return res;
362 static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
363 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
364 struct wined3d_event_query *query = This->extendedData;
365 BOOL *data = pData;
366 enum wined3d_event_query_result ret;
368 TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
370 if (!pData || !dwSize) return S_OK;
371 if (!query)
373 WARN("(%p): Event query not supported by GL, reporting GPU idle\n", This);
374 *data = TRUE;
375 return S_OK;
378 ret = wined3d_event_query_test(query, This->device);
379 switch(ret)
381 case WINED3D_EVENT_QUERY_OK:
382 case WINED3D_EVENT_QUERY_NOT_STARTED:
383 *data = TRUE;
384 break;
386 case WINED3D_EVENT_QUERY_WAITING:
387 *data = FALSE;
388 break;
390 case WINED3D_EVENT_QUERY_WRONG_THREAD:
391 FIXME("(%p) Wrong thread, reporting GPU idle.\n", This);
392 *data = TRUE;
393 break;
395 case WINED3D_EVENT_QUERY_ERROR:
396 ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
397 return WINED3DERR_INVALIDCALL;
400 return S_OK;
403 static DWORD WINAPI IWineD3DEventQueryImpl_GetDataSize(IWineD3DQuery* iface){
404 TRACE("(%p) : type D3DQUERY_EVENT\n", iface);
406 return sizeof(BOOL);
409 static DWORD WINAPI IWineD3DOcclusionQueryImpl_GetDataSize(IWineD3DQuery* iface){
410 TRACE("(%p) : type D3DQUERY_OCCLUSION\n", iface);
412 return sizeof(DWORD);
415 static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
416 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
417 return This->type;
420 static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
421 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
423 TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
424 if (dwIssueFlags & WINED3DISSUE_END)
426 struct wined3d_event_query *query = This->extendedData;
428 /* Faked event query support */
429 if (!query) return WINED3D_OK;
431 wined3d_event_query_issue(query, This->device);
433 else if(dwIssueFlags & WINED3DISSUE_BEGIN)
435 /* Started implicitly at device creation */
436 ERR("Event query issued with START flag - what to do?\n");
439 if(dwIssueFlags & WINED3DISSUE_BEGIN) {
440 This->state = QUERY_BUILDING;
441 } else {
442 This->state = QUERY_SIGNALLED;
445 return WINED3D_OK;
448 static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
449 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
450 IWineD3DDeviceImpl *device = This->device;
451 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
453 if (gl_info->supported[ARB_OCCLUSION_QUERY])
455 struct wined3d_occlusion_query *query = This->extendedData;
456 struct wined3d_context *context;
458 /* This is allowed according to msdn and our tests. Reset the query and restart */
459 if (dwIssueFlags & WINED3DISSUE_BEGIN)
461 if (This->state == QUERY_BUILDING)
463 if (query->context->tid != GetCurrentThreadId())
465 FIXME("Wrong thread, can't restart query.\n");
467 context_free_occlusion_query(query);
468 context = context_acquire(This->device, NULL);
469 context_alloc_occlusion_query(context, query);
471 else
473 context = context_acquire(This->device, query->context->current_rt);
475 ENTER_GL();
476 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
477 checkGLcall("glEndQuery()");
478 LEAVE_GL();
481 else
483 if (query->context) context_free_occlusion_query(query);
484 context = context_acquire(This->device, NULL);
485 context_alloc_occlusion_query(context, query);
488 ENTER_GL();
489 GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, query->id));
490 checkGLcall("glBeginQuery()");
491 LEAVE_GL();
493 context_release(context);
495 if (dwIssueFlags & WINED3DISSUE_END) {
496 /* Msdn says _END on a non-building occlusion query returns an error, but
497 * our tests show that it returns OK. But OpenGL doesn't like it, so avoid
498 * generating an error
500 if (This->state == QUERY_BUILDING)
502 if (query->context->tid != GetCurrentThreadId())
504 FIXME("Wrong thread, can't end query.\n");
506 else
508 context = context_acquire(This->device, query->context->current_rt);
510 ENTER_GL();
511 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
512 checkGLcall("glEndQuery()");
513 LEAVE_GL();
515 context_release(context);
519 } else {
520 FIXME("(%p) : Occlusion queries not supported\n", This);
523 if(dwIssueFlags & WINED3DISSUE_BEGIN) {
524 This->state = QUERY_BUILDING;
525 } else {
526 This->state = QUERY_SIGNALLED;
528 return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
531 static const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl =
533 /*** IUnknown methods ***/
534 IWineD3DQueryImpl_QueryInterface,
535 IWineD3DQueryImpl_AddRef,
536 IWineD3DQueryImpl_Release,
537 /*** IWineD3Dquery methods ***/
538 IWineD3DEventQueryImpl_GetData,
539 IWineD3DEventQueryImpl_GetDataSize,
540 IWineD3DQueryImpl_GetType,
541 IWineD3DEventQueryImpl_Issue
544 static const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl =
546 /*** IUnknown methods ***/
547 IWineD3DQueryImpl_QueryInterface,
548 IWineD3DQueryImpl_AddRef,
549 IWineD3DQueryImpl_Release,
550 /*** IWineD3Dquery methods ***/
551 IWineD3DOcclusionQueryImpl_GetData,
552 IWineD3DOcclusionQueryImpl_GetDataSize,
553 IWineD3DQueryImpl_GetType,
554 IWineD3DOcclusionQueryImpl_Issue
557 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device, WINED3DQUERYTYPE type)
559 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
561 switch (type)
563 case WINED3DQUERYTYPE_OCCLUSION:
564 TRACE("Occlusion query.\n");
565 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
567 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n");
568 return WINED3DERR_NOTAVAILABLE;
570 query->lpVtbl = &IWineD3DOcclusionQuery_Vtbl;
571 query->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
572 if (!query->extendedData)
574 ERR("Failed to allocate occlusion query extended data.\n");
575 return E_OUTOFMEMORY;
577 ((struct wined3d_occlusion_query *)query->extendedData)->context = NULL;
578 break;
580 case WINED3DQUERYTYPE_EVENT:
581 TRACE("Event query.\n");
582 if (!wined3d_event_query_supported(gl_info))
584 /* Half-Life 2 needs this query. It does not render the main
585 * menu correctly otherwise. Pretend to support it, faking
586 * this query does not do much harm except potentially
587 * lowering performance. */
588 FIXME("Event query: Unimplemented, but pretending to be supported.\n");
590 query->lpVtbl = &IWineD3DEventQuery_Vtbl;
591 query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query));
592 if (!query->extendedData)
594 ERR("Failed to allocate event query memory.\n");
595 return E_OUTOFMEMORY;
597 break;
599 case WINED3DQUERYTYPE_VCACHE:
600 case WINED3DQUERYTYPE_RESOURCEMANAGER:
601 case WINED3DQUERYTYPE_VERTEXSTATS:
602 case WINED3DQUERYTYPE_TIMESTAMP:
603 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
604 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
605 case WINED3DQUERYTYPE_PIPELINETIMINGS:
606 case WINED3DQUERYTYPE_INTERFACETIMINGS:
607 case WINED3DQUERYTYPE_VERTEXTIMINGS:
608 case WINED3DQUERYTYPE_PIXELTIMINGS:
609 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
610 case WINED3DQUERYTYPE_CACHEUTILIZATION:
611 default:
612 FIXME("Unhandled query type %#x.\n", type);
613 return WINED3DERR_NOTAVAILABLE;
616 query->type = type;
617 query->state = QUERY_CREATED;
618 query->device = device;
619 query->ref = 1;
621 return WINED3D_OK;