[PATCH 3/5] wined3d: Add an ARB_sync implementation of event queries.
Henri Verbeet
hverbeet at codeweavers.com
Mon Jan 25 12:51:30 CST 2010
---
dlls/wined3d/context.c | 55 +++++++++++++++++++++++++++++-----------
dlls/wined3d/query.c | 49 +++++++++++++++++++++++++++++------
dlls/wined3d/wined3d_private.h | 10 ++++++-
3 files changed, 88 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 2aec7d6..a3da14a 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -532,32 +532,38 @@ void context_alloc_event_query(struct wined3d_context *context, struct wined3d_e
if (context->free_event_query_count)
{
- query->id = context->free_event_queries[--context->free_event_query_count];
+ query->object = context->free_event_queries[--context->free_event_query_count];
}
else
{
- if (gl_info->supported[APPLE_FENCE])
+ if (gl_info->supported[ARB_SYNC])
+ {
+ /* Using ARB_sync, not much to do here. */
+ query->object.sync = NULL;
+ TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
+ }
+ else if (gl_info->supported[APPLE_FENCE])
{
ENTER_GL();
- GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
+ GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
checkGLcall("glGenFencesAPPLE");
LEAVE_GL();
- TRACE("Allocated event query %u in context %p.\n", query->id, context);
+ TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
}
else if(gl_info->supported[NV_FENCE])
{
ENTER_GL();
- GL_EXTCALL(glGenFencesNV(1, &query->id));
+ GL_EXTCALL(glGenFencesNV(1, &query->object.id));
checkGLcall("glGenFencesNV");
LEAVE_GL();
- TRACE("Allocated event query %u in context %p.\n", query->id, context);
+ TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
}
else
{
WARN("Event queries not supported, not allocating query id.\n");
- query->id = 0;
+ query->object.id = 0;
}
}
@@ -575,12 +581,12 @@ void context_free_event_query(struct wined3d_event_query *query)
if (context->free_event_query_count >= context->free_event_query_size - 1)
{
UINT new_size = context->free_event_query_size << 1;
- GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
+ union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
new_size * sizeof(*context->free_event_queries));
if (!new_data)
{
- ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
+ ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
return;
}
@@ -588,7 +594,7 @@ void context_free_event_query(struct wined3d_event_query *query)
context->free_event_queries = new_data;
}
- context->free_event_queries[context->free_event_query_count++] = query->id;
+ context->free_event_queries[context->free_event_query_count++] = query->object;
}
void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
@@ -661,6 +667,7 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
struct fbo_entry *entry, *entry2;
HGLRC restore_ctx;
HDC restore_dc;
+ unsigned int i;
restore_ctx = pwglGetCurrentContext();
restore_dc = pwglGetCurrentDC();
@@ -682,8 +689,12 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
{
if (context->valid)
{
- if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
- else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
+ if (gl_info->supported[ARB_SYNC])
+ {
+ if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
+ }
+ else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
+ else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
}
event_query->context = NULL;
}
@@ -720,10 +731,24 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
if (gl_info->supported[ARB_OCCLUSION_QUERY])
GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
- if (gl_info->supported[APPLE_FENCE])
- GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
+ if (gl_info->supported[ARB_SYNC])
+ {
+ if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
+ }
+ else if (gl_info->supported[APPLE_FENCE])
+ {
+ for (i = 0; i < context->free_event_query_count; ++i)
+ {
+ GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
+ }
+ }
else if (gl_info->supported[NV_FENCE])
- GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
+ {
+ for (i = 0; i < context->free_event_query_count; ++i)
+ {
+ GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
+ }
+ }
checkGLcall("context cleanup");
}
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index cc7d7aa..85d5311 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -195,7 +195,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
return S_OK;
}
- if (query->context->tid != GetCurrentThreadId())
+ if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
{
/* See comment in IWineD3DQuery::Issue, event query codeblock */
FIXME("Wrong thread, reporting GPU idle.\n");
@@ -209,14 +209,37 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
ENTER_GL();
- if (gl_info->supported[APPLE_FENCE])
+ if (gl_info->supported[ARB_SYNC])
+ {
+ GLenum ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
+ checkGLcall("glClientWaitSync");
+
+ switch (ret)
+ {
+ case GL_ALREADY_SIGNALED:
+ case GL_CONDITION_SATISFIED:
+ *data = TRUE;
+ break;
+
+ case GL_TIMEOUT_EXPIRED:
+ *data = FALSE;
+ break;
+
+ case GL_WAIT_FAILED:
+ default:
+ ERR("glClientWaitSync returned %#x.\n", ret);
+ *data = FALSE;
+ break;
+ }
+ }
+ else if (gl_info->supported[APPLE_FENCE])
{
- *data = GL_EXTCALL(glTestFenceAPPLE(query->id));
+ *data = GL_EXTCALL(glTestFenceAPPLE(query->object.id));
checkGLcall("glTestFenceAPPLE");
}
else if (gl_info->supported[NV_FENCE])
{
- *data = GL_EXTCALL(glTestFenceNV(query->id));
+ *data = GL_EXTCALL(glTestFenceNV(query->object.id));
checkGLcall("glTestFenceNV");
}
else
@@ -262,7 +285,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
if (query->context)
{
- if (query->context->tid != GetCurrentThreadId())
+ if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
{
context_free_event_query(query);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
@@ -283,14 +306,21 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
ENTER_GL();
- if (gl_info->supported[APPLE_FENCE])
+ if (gl_info->supported[ARB_SYNC])
+ {
+ if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
+ checkGLcall("glDeleteSync");
+ query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
+ checkGLcall("glFenceSync");
+ }
+ else if (gl_info->supported[APPLE_FENCE])
{
- GL_EXTCALL(glSetFenceAPPLE(query->id));
+ GL_EXTCALL(glSetFenceAPPLE(query->object.id));
checkGLcall("glSetFenceAPPLE");
}
else if (gl_info->supported[NV_FENCE])
{
- GL_EXTCALL(glSetFenceNV(query->id, GL_ALL_COMPLETED_NV));
+ GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
checkGLcall("glSetFenceNV");
}
@@ -450,7 +480,8 @@ HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
case WINED3DQUERYTYPE_EVENT:
TRACE("Event query.\n");
- if (!gl_info->supported[NV_FENCE] && !gl_info->supported[APPLE_FENCE])
+ if (!gl_info->supported[ARB_SYNC] && !gl_info->supported[NV_FENCE]
+ && !gl_info->supported[APPLE_FENCE])
{
/* Half-Life 2 needs this query. It does not render the main
* menu correctly otherwise. Pretend to support it, faking
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6c78020..164cc6b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1014,10 +1014,16 @@ struct wined3d_occlusion_query
struct wined3d_context *context;
};
+union wined3d_gl_query_object
+{
+ GLuint id;
+ GLsync sync;
+};
+
struct wined3d_event_query
{
struct list entry;
- GLuint id;
+ union wined3d_gl_query_object object;
struct wined3d_context *context;
};
@@ -1090,7 +1096,7 @@ struct wined3d_context
UINT free_occlusion_query_count;
struct list occlusion_queries;
- GLuint *free_event_queries;
+ union wined3d_gl_query_object *free_event_queries;
UINT free_event_query_size;
UINT free_event_query_count;
struct list event_queries;
--
1.6.4.4
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