blob: ef694267dd1e159c09538bbbcbea7fab0009d5c1 [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Query9.cpp: Defines the rx::Query9 class which implements rx::QueryImpl.
#include "libGLESv2/renderer/Query9.h"
#include "libGLESv2/main.h"
#include "libGLESv2/renderer/renderer9_utils.h"
#include "libGLESv2/renderer/Renderer9.h"
namespace rx
{
Query9::Query9(rx::Renderer9 *renderer, GLenum type) : QueryImpl(type)
{
mRenderer = renderer;
mQuery = NULL;
}
Query9::~Query9()
{
if (mQuery)
{
mQuery->Release();
mQuery = NULL;
}
}
void Query9::begin()
{
if (mQuery == NULL)
{
if (FAILED(mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery)))
{
return gl::error(GL_OUT_OF_MEMORY);
}
}
HRESULT result = mQuery->Issue(D3DISSUE_BEGIN);
ASSERT(SUCCEEDED(result));
}
void Query9::end()
{
if (mQuery == NULL)
{
return gl::error(GL_INVALID_OPERATION);
}
HRESULT result = mQuery->Issue(D3DISSUE_END);
ASSERT(SUCCEEDED(result));
mStatus = GL_FALSE;
mResult = GL_FALSE;
}
GLuint Query9::getResult()
{
if (mQuery != NULL)
{
while (!testQuery())
{
Sleep(0);
// explicitly check for device loss
// some drivers seem to return S_FALSE even if the device is lost
// instead of D3DERR_DEVICELOST like they should
if (mRenderer->testDeviceLost(true))
{
return gl::error(GL_OUT_OF_MEMORY, 0);
}
}
}
return mResult;
}
GLboolean Query9::isResultAvailable()
{
if (mQuery != NULL)
{
testQuery();
}
return mStatus;
}
GLboolean Query9::testQuery()
{
if (mQuery != NULL && mStatus != GL_TRUE)
{
DWORD numPixels = 0;
HRESULT hres = mQuery->GetData(&numPixels, sizeof(DWORD), D3DGETDATA_FLUSH);
if (hres == S_OK)
{
mStatus = GL_TRUE;
switch (getType())
{
case GL_ANY_SAMPLES_PASSED_EXT:
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
break;
default:
ASSERT(false);
}
}
else if (d3d9::isDeviceLostError(hres))
{
mRenderer->notifyDeviceLost();
return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
}
return mStatus;
}
return GL_TRUE; // prevent blocking when query is null
}
}