Synchronize with trunk r58457.
[reactos.git] / dll / directx / wine / wined3d / query.c
1 /*
2 * Copyright 2005 Oliver Stieber
3 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
4 * Copyright 2009-2010 Henri Verbeet for CodeWeavers.
5 *
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.
10 *
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.
15 *
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
19 */
20
21
22 #include <config.h>
23 #include <wine/port.h>
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27
28 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
29 {
30 return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
31 }
32
33 void wined3d_event_query_destroy(struct wined3d_event_query *query)
34 {
35 if (query->context) context_free_event_query(query);
36 HeapFree(GetProcessHeap(), 0, query);
37 }
38
39 static enum wined3d_event_query_result wined3d_event_query_test(const struct wined3d_event_query *query,
40 const struct wined3d_device *device)
41 {
42 struct wined3d_context *context;
43 const struct wined3d_gl_info *gl_info;
44 enum wined3d_event_query_result ret;
45 BOOL fence_result;
46
47 TRACE("(%p) : device %p\n", query, device);
48
49 if (!query->context)
50 {
51 TRACE("Query not started\n");
52 return WINED3D_EVENT_QUERY_NOT_STARTED;
53 }
54
55 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
56 {
57 WARN("Event query tested from wrong thread\n");
58 return WINED3D_EVENT_QUERY_WRONG_THREAD;
59 }
60
61 context = context_acquire(device, query->context->current_rt);
62 gl_info = context->gl_info;
63
64 if (gl_info->supported[ARB_SYNC])
65 {
66 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
67 checkGLcall("glClientWaitSync");
68
69 switch (gl_ret)
70 {
71 case GL_ALREADY_SIGNALED:
72 case GL_CONDITION_SATISFIED:
73 ret = WINED3D_EVENT_QUERY_OK;
74 break;
75
76 case GL_TIMEOUT_EXPIRED:
77 ret = WINED3D_EVENT_QUERY_WAITING;
78 break;
79
80 case GL_WAIT_FAILED:
81 default:
82 ERR("glClientWaitSync returned %#x.\n", gl_ret);
83 ret = WINED3D_EVENT_QUERY_ERROR;
84 }
85 }
86 else if (gl_info->supported[APPLE_FENCE])
87 {
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;
92 }
93 else if (gl_info->supported[NV_FENCE])
94 {
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;
99 }
100 else
101 {
102 ERR("Event query created despite lack of GL support\n");
103 ret = WINED3D_EVENT_QUERY_ERROR;
104 }
105
106 context_release(context);
107 return ret;
108 }
109
110 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
111 const struct wined3d_device *device)
112 {
113 struct wined3d_context *context;
114 const struct wined3d_gl_info *gl_info;
115 enum wined3d_event_query_result ret;
116
117 TRACE("(%p)\n", query);
118
119 if (!query->context)
120 {
121 TRACE("Query not started\n");
122 return WINED3D_EVENT_QUERY_NOT_STARTED;
123 }
124 gl_info = query->context->gl_info;
125
126 if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
127 {
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
130 */
131 WARN("Event query finished from wrong thread\n");
132 return WINED3D_EVENT_QUERY_WRONG_THREAD;
133 }
134
135 context = context_acquire(device, query->context->current_rt);
136
137 if (gl_info->supported[ARB_SYNC])
138 {
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");
144
145 switch (gl_ret)
146 {
147 case GL_ALREADY_SIGNALED:
148 case GL_CONDITION_SATISFIED:
149 ret = WINED3D_EVENT_QUERY_OK;
150 break;
151
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;
156 }
157 }
158 else if (context->gl_info->supported[APPLE_FENCE])
159 {
160 GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
161 checkGLcall("glFinishFenceAPPLE");
162 ret = WINED3D_EVENT_QUERY_OK;
163 }
164 else if (context->gl_info->supported[NV_FENCE])
165 {
166 GL_EXTCALL(glFinishFenceNV(query->object.id));
167 checkGLcall("glFinishFenceNV");
168 ret = WINED3D_EVENT_QUERY_OK;
169 }
170 else
171 {
172 ERR("Event query created without GL support\n");
173 ret = WINED3D_EVENT_QUERY_ERROR;
174 }
175
176 context_release(context);
177 return ret;
178 }
179
180 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device)
181 {
182 const struct wined3d_gl_info *gl_info;
183 struct wined3d_context *context;
184
185 if (query->context)
186 {
187 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
188 {
189 context_free_event_query(query);
190 context = context_acquire(device, NULL);
191 context_alloc_event_query(context, query);
192 }
193 else
194 {
195 context = context_acquire(device, query->context->current_rt);
196 }
197 }
198 else
199 {
200 context = context_acquire(device, NULL);
201 context_alloc_event_query(context, query);
202 }
203
204 gl_info = context->gl_info;
205
206 if (gl_info->supported[ARB_SYNC])
207 {
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");
212 }
213 else if (gl_info->supported[APPLE_FENCE])
214 {
215 GL_EXTCALL(glSetFenceAPPLE(query->object.id));
216 checkGLcall("glSetFenceAPPLE");
217 }
218 else if (gl_info->supported[NV_FENCE])
219 {
220 GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
221 checkGLcall("glSetFenceNV");
222 }
223
224 context_release(context);
225 }
226
227 ULONG CDECL wined3d_query_incref(struct wined3d_query *query)
228 {
229 ULONG refcount = InterlockedIncrement(&query->ref);
230
231 TRACE("%p increasing refcount to %u.\n", query, refcount);
232
233 return refcount;
234 }
235
236 ULONG CDECL wined3d_query_decref(struct wined3d_query *query)
237 {
238 ULONG refcount = InterlockedDecrement(&query->ref);
239
240 TRACE("%p decreasing refcount to %u.\n", query, refcount);
241
242 if (!refcount)
243 {
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)
249 {
250 struct wined3d_event_query *event_query = query->extendedData;
251 if (event_query) wined3d_event_query_destroy(event_query);
252 }
253 else if (query->type == WINED3D_QUERY_TYPE_OCCLUSION)
254 {
255 struct wined3d_occlusion_query *oq = query->extendedData;
256
257 if (oq->context) context_free_occlusion_query(oq);
258 HeapFree(GetProcessHeap(), 0, query->extendedData);
259 }
260
261 HeapFree(GetProcessHeap(), 0, query);
262 }
263
264 return refcount;
265 }
266
267 HRESULT CDECL wined3d_query_get_data(struct wined3d_query *query,
268 void *data, UINT data_size, DWORD flags)
269 {
270 TRACE("query %p, data %p, data_size %u, flags %#x.\n",
271 query, data, data_size, flags);
272
273 return query->query_ops->query_get_data(query, data, data_size, flags);
274 }
275
276 UINT CDECL wined3d_query_get_data_size(const struct wined3d_query *query)
277 {
278 TRACE("query %p.\n", query);
279
280 return query->data_size;
281 }
282
283 HRESULT CDECL wined3d_query_issue(struct wined3d_query *query, DWORD flags)
284 {
285 TRACE("query %p, flags %#x.\n", query, flags);
286
287 return query->query_ops->query_issue(query, flags);
288 }
289
290 static HRESULT wined3d_occlusion_query_ops_get_data(struct wined3d_query *query,
291 void *pData, DWORD dwSize, DWORD flags)
292 {
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;
301
302 TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
303
304 if (!oq->context)
305 query->state = QUERY_CREATED;
306
307 if (query->state == QUERY_CREATED)
308 {
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;
313 }
314
315 if (query->state == QUERY_BUILDING)
316 {
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;
320 }
321
322 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
323 {
324 WARN("%p Occlusion queries not supported. Returning 1.\n", query);
325 *data = 1;
326 return S_OK;
327 }
328
329 if (oq->context->tid != GetCurrentThreadId())
330 {
331 FIXME("%p Wrong thread, returning 1.\n", query);
332 *data = 1;
333 return S_OK;
334 }
335
336 context = context_acquire(query->device, oq->context->current_rt);
337
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);
341
342 if (available)
343 {
344 if (data)
345 {
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;
350 }
351 res = S_OK;
352 }
353 else
354 {
355 res = S_FALSE;
356 }
357
358 context_release(context);
359
360 return res;
361 }
362
363 static HRESULT wined3d_event_query_ops_get_data(struct wined3d_query *query,
364 void *pData, DWORD dwSize, DWORD flags)
365 {
366 struct wined3d_event_query *event_query = query->extendedData;
367 BOOL *data = pData;
368 enum wined3d_event_query_result ret;
369
370 TRACE("query %p, pData %p, dwSize %#x, flags %#x.\n", query, pData, dwSize, flags);
371
372 if (!pData || !dwSize) return S_OK;
373 if (!event_query)
374 {
375 WARN("Event query not supported by GL, reporting GPU idle.\n");
376 *data = TRUE;
377 return S_OK;
378 }
379
380 ret = wined3d_event_query_test(event_query, query->device);
381 switch(ret)
382 {
383 case WINED3D_EVENT_QUERY_OK:
384 case WINED3D_EVENT_QUERY_NOT_STARTED:
385 *data = TRUE;
386 break;
387
388 case WINED3D_EVENT_QUERY_WAITING:
389 *data = FALSE;
390 break;
391
392 case WINED3D_EVENT_QUERY_WRONG_THREAD:
393 FIXME("(%p) Wrong thread, reporting GPU idle.\n", query);
394 *data = TRUE;
395 break;
396
397 case WINED3D_EVENT_QUERY_ERROR:
398 ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
399 return WINED3DERR_INVALIDCALL;
400 }
401
402 return S_OK;
403 }
404
405 enum wined3d_query_type CDECL wined3d_query_get_type(const struct wined3d_query *query)
406 {
407 TRACE("query %p.\n", query);
408
409 return query->type;
410 }
411
412 static HRESULT wined3d_event_query_ops_issue(struct wined3d_query *query, DWORD flags)
413 {
414 TRACE("query %p, flags %#x.\n", query, flags);
415
416 TRACE("(%p) : flags %#x, type D3DQUERY_EVENT\n", query, flags);
417 if (flags & WINED3DISSUE_END)
418 {
419 struct wined3d_event_query *event_query = query->extendedData;
420
421 /* Faked event query support */
422 if (!event_query) return WINED3D_OK;
423
424 wined3d_event_query_issue(event_query, query->device);
425 }
426 else if (flags & WINED3DISSUE_BEGIN)
427 {
428 /* Started implicitly at device creation */
429 ERR("Event query issued with START flag - what to do?\n");
430 }
431
432 if (flags & WINED3DISSUE_BEGIN)
433 query->state = QUERY_BUILDING;
434 else
435 query->state = QUERY_SIGNALLED;
436
437 return WINED3D_OK;
438 }
439
440 static HRESULT wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD flags)
441 {
442 struct wined3d_device *device = query->device;
443 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
444
445 TRACE("query %p, flags %#x.\n", query, flags);
446
447 if (gl_info->supported[ARB_OCCLUSION_QUERY])
448 {
449 struct wined3d_occlusion_query *oq = query->extendedData;
450 struct wined3d_context *context;
451
452 /* This is allowed according to msdn and our tests. Reset the query and restart */
453 if (flags & WINED3DISSUE_BEGIN)
454 {
455 if (query->state == QUERY_BUILDING)
456 {
457 if (oq->context->tid != GetCurrentThreadId())
458 {
459 FIXME("Wrong thread, can't restart query.\n");
460
461 context_free_occlusion_query(oq);
462 context = context_acquire(query->device, NULL);
463 context_alloc_occlusion_query(context, oq);
464 }
465 else
466 {
467 context = context_acquire(query->device, oq->context->current_rt);
468
469 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
470 checkGLcall("glEndQuery()");
471 }
472 }
473 else
474 {
475 if (oq->context) context_free_occlusion_query(oq);
476 context = context_acquire(query->device, NULL);
477 context_alloc_occlusion_query(context, oq);
478 }
479
480 GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq->id));
481 checkGLcall("glBeginQuery()");
482
483 context_release(context);
484 }
485 if (flags & WINED3DISSUE_END)
486 {
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
490 */
491 if (query->state == QUERY_BUILDING)
492 {
493 if (oq->context->tid != GetCurrentThreadId())
494 {
495 FIXME("Wrong thread, can't end query.\n");
496 }
497 else
498 {
499 context = context_acquire(query->device, oq->context->current_rt);
500
501 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
502 checkGLcall("glEndQuery()");
503
504 context_release(context);
505 }
506 }
507 }
508 }
509 else
510 {
511 FIXME("%p Occlusion queries not supported.\n", query);
512 }
513
514 if (flags & WINED3DISSUE_BEGIN)
515 query->state = QUERY_BUILDING;
516 else
517 query->state = QUERY_SIGNALLED;
518
519 return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
520 }
521
522 static const struct wined3d_query_ops event_query_ops =
523 {
524 wined3d_event_query_ops_get_data,
525 wined3d_event_query_ops_issue,
526 };
527
528 static const struct wined3d_query_ops occlusion_query_ops =
529 {
530 wined3d_occlusion_query_ops_get_data,
531 wined3d_occlusion_query_ops_issue,
532 };
533
534 static HRESULT query_init(struct wined3d_query *query, struct wined3d_device *device, enum wined3d_query_type type)
535 {
536 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
537
538 switch (type)
539 {
540 case WINED3D_QUERY_TYPE_OCCLUSION:
541 TRACE("Occlusion query.\n");
542 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
543 {
544 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n");
545 return WINED3DERR_NOTAVAILABLE;
546 }
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)
551 {
552 ERR("Failed to allocate occlusion query extended data.\n");
553 return E_OUTOFMEMORY;
554 }
555 ((struct wined3d_occlusion_query *)query->extendedData)->context = NULL;
556 break;
557
558 case WINED3D_QUERY_TYPE_EVENT:
559 TRACE("Event query.\n");
560 if (!wined3d_event_query_supported(gl_info))
561 {
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");
567 }
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)
572 {
573 ERR("Failed to allocate event query memory.\n");
574 return E_OUTOFMEMORY;
575 }
576 break;
577
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;
593 }
594
595 query->type = type;
596 query->state = QUERY_CREATED;
597 query->device = device;
598 query->ref = 1;
599
600 return WINED3D_OK;
601 }
602
603 HRESULT CDECL wined3d_query_create(struct wined3d_device *device,
604 enum wined3d_query_type type, struct wined3d_query **query)
605 {
606 struct wined3d_query *object;
607 HRESULT hr;
608
609 TRACE("device %p, type %#x, query %p.\n", device, type, query);
610
611 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
612 if (!object)
613 return E_OUTOFMEMORY;
614
615 hr = query_init(object, device, type);
616 if (FAILED(hr))
617 {
618 WARN("Failed to initialize query, hr %#x.\n", hr);
619 HeapFree(GetProcessHeap(), 0, object);
620 return hr;
621 }
622
623 TRACE("Created query %p.\n", object);
624 *query = object;
625
626 return WINED3D_OK;
627 }