- Sync wined3d, ddraw, d3d8, d3d9 with Wine
[reactos.git] / reactos / dll / directx / wine / wined3d / query.c
1 /*
2 * IWineD3DQuery implementation
3 *
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2009 Henri Verbeet for CodeWeavers.
7 *
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.
12 *
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.
17 *
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
21 */
22
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28
29 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
30 {
31 return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
32 }
33
34 void wined3d_event_query_destroy(struct wined3d_event_query *query)
35 {
36 if (query->context) context_free_event_query(query);
37 HeapFree(GetProcessHeap(), 0, query);
38 }
39
40 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *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 == NULL)
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 ENTER_GL();
65
66 if (gl_info->supported[ARB_SYNC])
67 {
68 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, 0));
69 checkGLcall("glClientWaitSync");
70
71 switch (gl_ret)
72 {
73 case GL_ALREADY_SIGNALED:
74 case GL_CONDITION_SATISFIED:
75 ret = WINED3D_EVENT_QUERY_OK;
76 break;
77
78 case GL_TIMEOUT_EXPIRED:
79 ret = WINED3D_EVENT_QUERY_WAITING;
80 break;
81
82 case GL_WAIT_FAILED:
83 default:
84 ERR("glClientWaitSync returned %#x.\n", gl_ret);
85 ret = WINED3D_EVENT_QUERY_ERROR;
86 }
87 }
88 else if (gl_info->supported[APPLE_FENCE])
89 {
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;
94 }
95 else if (gl_info->supported[NV_FENCE])
96 {
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;
101 }
102 else
103 {
104 ERR("Event query created despite lack of GL support\n");
105 ret = WINED3D_EVENT_QUERY_ERROR;
106 }
107
108 LEAVE_GL();
109
110 context_release(context);
111 return ret;
112 }
113
114 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
115 {
116 struct wined3d_context *context;
117 const struct wined3d_gl_info *gl_info;
118 enum wined3d_event_query_result ret;
119
120 TRACE("(%p)\n", query);
121
122 if (!query->context)
123 {
124 TRACE("Query not started\n");
125 return WINED3D_EVENT_QUERY_NOT_STARTED;
126 }
127 gl_info = query->context->gl_info;
128
129 if (query->context->tid != GetCurrentThreadId() && !gl_info->supported[ARB_SYNC])
130 {
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
133 */
134 WARN("Event query finished from wrong thread\n");
135 return WINED3D_EVENT_QUERY_WRONG_THREAD;
136 }
137
138 context = context_acquire(device, query->context->current_rt);
139
140 ENTER_GL();
141 if (gl_info->supported[ARB_SYNC])
142 {
143 GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, ~(GLuint64)0));
144 checkGLcall("glClientWaitSync");
145
146 switch (gl_ret)
147 {
148 case GL_ALREADY_SIGNALED:
149 case GL_CONDITION_SATISFIED:
150 ret = WINED3D_EVENT_QUERY_OK;
151 break;
152
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;
157 }
158 }
159 else if (context->gl_info->supported[APPLE_FENCE])
160 {
161 GL_EXTCALL(glFinishFenceAPPLE(query->object.id));
162 checkGLcall("glFinishFenceAPPLE");
163 ret = WINED3D_EVENT_QUERY_OK;
164 }
165 else if (context->gl_info->supported[NV_FENCE])
166 {
167 GL_EXTCALL(glFinishFenceNV(query->object.id));
168 checkGLcall("glFinishFenceNV");
169 ret = WINED3D_EVENT_QUERY_OK;
170 }
171 else
172 {
173 ERR("Event query created without GL support\n");
174 ret = WINED3D_EVENT_QUERY_ERROR;
175 }
176 LEAVE_GL();
177
178 context_release(context);
179 return ret;
180 }
181
182 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
183 {
184 const struct wined3d_gl_info *gl_info;
185 struct wined3d_context *context;
186
187 if (query->context)
188 {
189 if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
190 {
191 context_free_event_query(query);
192 context = context_acquire(device, NULL);
193 context_alloc_event_query(context, query);
194 }
195 else
196 {
197 context = context_acquire(device, query->context->current_rt);
198 }
199 }
200 else
201 {
202 context = context_acquire(device, NULL);
203 context_alloc_event_query(context, query);
204 }
205
206 gl_info = context->gl_info;
207
208 ENTER_GL();
209
210 if (gl_info->supported[ARB_SYNC])
211 {
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");
216 }
217 else if (gl_info->supported[APPLE_FENCE])
218 {
219 GL_EXTCALL(glSetFenceAPPLE(query->object.id));
220 checkGLcall("glSetFenceAPPLE");
221 }
222 else if (gl_info->supported[NV_FENCE])
223 {
224 GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
225 checkGLcall("glSetFenceNV");
226 }
227
228 LEAVE_GL();
229
230 context_release(context);
231 }
232
233 /*
234 * Occlusion Queries:
235 * http://www.gris.uni-tuebingen.de/~bartz/Publications/paper/hww98.pdf
236 * http://oss.sgi.com/projects/ogl-sample/registry/ARB/occlusion_query.txt
237 */
238
239 /* *******************************************
240 IWineD3DQuery IUnknown parts follow
241 ******************************************* */
242 static HRESULT WINAPI IWineD3DQueryImpl_QueryInterface(IWineD3DQuery *iface, REFIID riid, LPVOID *ppobj)
243 {
244 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
245 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
246 if (IsEqualGUID(riid, &IID_IUnknown)
247 || IsEqualGUID(riid, &IID_IWineD3DBase)
248 || IsEqualGUID(riid, &IID_IWineD3DQuery)) {
249 IUnknown_AddRef(iface);
250 *ppobj = This;
251 return S_OK;
252 }
253 *ppobj = NULL;
254 return E_NOINTERFACE;
255 }
256
257 static ULONG WINAPI IWineD3DQueryImpl_AddRef(IWineD3DQuery *iface) {
258 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
259 TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
260 return InterlockedIncrement(&This->ref);
261 }
262
263 static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
264 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
265 ULONG ref;
266 TRACE("(%p) : Releasing from %d\n", This, This->ref);
267 ref = InterlockedDecrement(&This->ref);
268 if (ref == 0) {
269 /* Queries are specific to the GL context that created them. Not
270 * deleting the query will obviously leak it, but that's still better
271 * than potentially deleting a different query with the same id in this
272 * context, and (still) leaking the actual query. */
273 if (This->type == WINED3DQUERYTYPE_EVENT)
274 {
275 struct wined3d_event_query *query = This->extendedData;
276 if (query) wined3d_event_query_destroy(query);
277 }
278 else if (This->type == WINED3DQUERYTYPE_OCCLUSION)
279 {
280 struct wined3d_occlusion_query *query = This->extendedData;
281
282 if (query->context) context_free_occlusion_query(query);
283 HeapFree(GetProcessHeap(), 0, This->extendedData);
284 }
285
286 HeapFree(GetProcessHeap(), 0, This);
287 }
288 return ref;
289 }
290
291 /* *******************************************
292 IWineD3DQuery IWineD3DQuery parts follow
293 ******************************************* */
294 static HRESULT WINAPI IWineD3DQueryImpl_GetParent(IWineD3DQuery *iface, IUnknown **parent)
295 {
296 TRACE("iface %p, parent %p.\n", iface, parent);
297
298 *parent = (IUnknown *)parent;
299 IUnknown_AddRef(*parent);
300
301 TRACE("Returning %p.\n", *parent);
302
303 return WINED3D_OK;
304 }
305
306 static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
307 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
308 struct wined3d_occlusion_query *query = This->extendedData;
309 IWineD3DDeviceImpl *device = This->device;
310 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
311 struct wined3d_context *context;
312 DWORD* data = pData;
313 GLuint available;
314 GLuint samples;
315 HRESULT res;
316
317 TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
318
319 if (!query->context) This->state = QUERY_CREATED;
320
321 if (This->state == QUERY_CREATED)
322 {
323 /* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
324 TRACE("Query wasn't yet started, returning S_OK\n");
325 if(data) *data = 0;
326 return S_OK;
327 }
328
329 if (This->state == QUERY_BUILDING)
330 {
331 /* Msdn says this returns an error, but our tests show that S_FALSE is returned */
332 TRACE("Query is building, returning S_FALSE\n");
333 return S_FALSE;
334 }
335
336 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
337 {
338 WARN("(%p) : Occlusion queries not supported. Returning 1.\n", This);
339 *data = 1;
340 return S_OK;
341 }
342
343 if (query->context->tid != GetCurrentThreadId())
344 {
345 FIXME("%p Wrong thread, returning 1.\n", This);
346 *data = 1;
347 return S_OK;
348 }
349
350 context = context_acquire(This->device, query->context->current_rt);
351
352 ENTER_GL();
353
354 GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
355 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
356 TRACE("(%p) : available %d.\n", This, available);
357
358 if (available)
359 {
360 if (data)
361 {
362 GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_ARB, &samples));
363 checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
364 TRACE("(%p) : Returning %d samples.\n", This, samples);
365 *data = samples;
366 }
367 res = S_OK;
368 }
369 else
370 {
371 res = S_FALSE;
372 }
373
374 LEAVE_GL();
375
376 context_release(context);
377
378 return res;
379 }
380
381 static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
382 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
383 struct wined3d_event_query *query = This->extendedData;
384 BOOL *data = pData;
385 enum wined3d_event_query_result ret;
386
387 TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
388
389 if (!pData || !dwSize) return S_OK;
390 if (!query)
391 {
392 WARN("(%p): Event query not supported by GL, reporting GPU idle\n", This);
393 *data = TRUE;
394 return S_OK;
395 }
396
397 ret = wined3d_event_query_test(query, This->device);
398 switch(ret)
399 {
400 case WINED3D_EVENT_QUERY_OK:
401 case WINED3D_EVENT_QUERY_NOT_STARTED:
402 *data = TRUE;
403 break;
404
405 case WINED3D_EVENT_QUERY_WAITING:
406 *data = FALSE;
407 break;
408
409 case WINED3D_EVENT_QUERY_WRONG_THREAD:
410 FIXME("(%p) Wrong thread, reporting GPU idle.\n", This);
411 *data = TRUE;
412 break;
413
414 case WINED3D_EVENT_QUERY_ERROR:
415 ERR("The GL event query failed, returning D3DERR_INVALIDCALL\n");
416 return WINED3DERR_INVALIDCALL;
417 }
418
419 return S_OK;
420 }
421
422 static DWORD WINAPI IWineD3DEventQueryImpl_GetDataSize(IWineD3DQuery* iface){
423 TRACE("(%p) : type D3DQUERY_EVENT\n", iface);
424
425 return sizeof(BOOL);
426 }
427
428 static DWORD WINAPI IWineD3DOcclusionQueryImpl_GetDataSize(IWineD3DQuery* iface){
429 TRACE("(%p) : type D3DQUERY_OCCLUSION\n", iface);
430
431 return sizeof(DWORD);
432 }
433
434 static WINED3DQUERYTYPE WINAPI IWineD3DQueryImpl_GetType(IWineD3DQuery* iface){
435 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
436 return This->type;
437 }
438
439 static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
440 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
441
442 TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
443 if (dwIssueFlags & WINED3DISSUE_END)
444 {
445 struct wined3d_event_query *query = This->extendedData;
446
447 /* Faked event query support */
448 if (!query) return WINED3D_OK;
449
450 wined3d_event_query_issue(query, This->device);
451 }
452 else if(dwIssueFlags & WINED3DISSUE_BEGIN)
453 {
454 /* Started implicitly at device creation */
455 ERR("Event query issued with START flag - what to do?\n");
456 }
457
458 if(dwIssueFlags & WINED3DISSUE_BEGIN) {
459 This->state = QUERY_BUILDING;
460 } else {
461 This->state = QUERY_SIGNALLED;
462 }
463
464 return WINED3D_OK;
465 }
466
467 static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
468 IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
469 IWineD3DDeviceImpl *device = This->device;
470 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
471
472 if (gl_info->supported[ARB_OCCLUSION_QUERY])
473 {
474 struct wined3d_occlusion_query *query = This->extendedData;
475 struct wined3d_context *context;
476
477 /* This is allowed according to msdn and our tests. Reset the query and restart */
478 if (dwIssueFlags & WINED3DISSUE_BEGIN)
479 {
480 if (This->state == QUERY_BUILDING)
481 {
482 if (query->context->tid != GetCurrentThreadId())
483 {
484 FIXME("Wrong thread, can't restart query.\n");
485
486 context_free_occlusion_query(query);
487 context = context_acquire(This->device, NULL);
488 context_alloc_occlusion_query(context, query);
489 }
490 else
491 {
492 context = context_acquire(This->device, query->context->current_rt);
493
494 ENTER_GL();
495 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
496 checkGLcall("glEndQuery()");
497 LEAVE_GL();
498 }
499 }
500 else
501 {
502 if (query->context) context_free_occlusion_query(query);
503 context = context_acquire(This->device, NULL);
504 context_alloc_occlusion_query(context, query);
505 }
506
507 ENTER_GL();
508 GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, query->id));
509 checkGLcall("glBeginQuery()");
510 LEAVE_GL();
511
512 context_release(context);
513 }
514 if (dwIssueFlags & WINED3DISSUE_END) {
515 /* Msdn says _END on a non-building occlusion query returns an error, but
516 * our tests show that it returns OK. But OpenGL doesn't like it, so avoid
517 * generating an error
518 */
519 if (This->state == QUERY_BUILDING)
520 {
521 if (query->context->tid != GetCurrentThreadId())
522 {
523 FIXME("Wrong thread, can't end query.\n");
524 }
525 else
526 {
527 context = context_acquire(This->device, query->context->current_rt);
528
529 ENTER_GL();
530 GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
531 checkGLcall("glEndQuery()");
532 LEAVE_GL();
533
534 context_release(context);
535 }
536 }
537 }
538 } else {
539 FIXME("(%p) : Occlusion queries not supported\n", This);
540 }
541
542 if(dwIssueFlags & WINED3DISSUE_BEGIN) {
543 This->state = QUERY_BUILDING;
544 } else {
545 This->state = QUERY_SIGNALLED;
546 }
547 return WINED3D_OK; /* can be WINED3DERR_INVALIDCALL. */
548 }
549
550 static const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl =
551 {
552 /*** IUnknown methods ***/
553 IWineD3DQueryImpl_QueryInterface,
554 IWineD3DQueryImpl_AddRef,
555 IWineD3DQueryImpl_Release,
556 /*** IWineD3Dquery methods ***/
557 IWineD3DQueryImpl_GetParent,
558 IWineD3DEventQueryImpl_GetData,
559 IWineD3DEventQueryImpl_GetDataSize,
560 IWineD3DQueryImpl_GetType,
561 IWineD3DEventQueryImpl_Issue
562 };
563
564 static const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl =
565 {
566 /*** IUnknown methods ***/
567 IWineD3DQueryImpl_QueryInterface,
568 IWineD3DQueryImpl_AddRef,
569 IWineD3DQueryImpl_Release,
570 /*** IWineD3Dquery methods ***/
571 IWineD3DQueryImpl_GetParent,
572 IWineD3DOcclusionQueryImpl_GetData,
573 IWineD3DOcclusionQueryImpl_GetDataSize,
574 IWineD3DQueryImpl_GetType,
575 IWineD3DOcclusionQueryImpl_Issue
576 };
577
578 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
579 WINED3DQUERYTYPE type, IUnknown *parent)
580 {
581 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
582
583 switch (type)
584 {
585 case WINED3DQUERYTYPE_OCCLUSION:
586 TRACE("Occlusion query.\n");
587 if (!gl_info->supported[ARB_OCCLUSION_QUERY])
588 {
589 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY.\n");
590 return WINED3DERR_NOTAVAILABLE;
591 }
592 query->lpVtbl = &IWineD3DOcclusionQuery_Vtbl;
593 query->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
594 if (!query->extendedData)
595 {
596 ERR("Failed to allocate occlusion query extended data.\n");
597 return E_OUTOFMEMORY;
598 }
599 ((struct wined3d_occlusion_query *)query->extendedData)->context = NULL;
600 break;
601
602 case WINED3DQUERYTYPE_EVENT:
603 TRACE("Event query.\n");
604 if (!wined3d_event_query_supported(gl_info))
605 {
606 /* Half-Life 2 needs this query. It does not render the main
607 * menu correctly otherwise. Pretend to support it, faking
608 * this query does not do much harm except potentially
609 * lowering performance. */
610 FIXME("Event query: Unimplemented, but pretending to be supported.\n");
611 }
612 query->lpVtbl = &IWineD3DEventQuery_Vtbl;
613 query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query));
614 if (!query->extendedData)
615 {
616 ERR("Failed to allocate event query memory.\n");
617 return E_OUTOFMEMORY;
618 }
619 break;
620
621 case WINED3DQUERYTYPE_VCACHE:
622 case WINED3DQUERYTYPE_RESOURCEMANAGER:
623 case WINED3DQUERYTYPE_VERTEXSTATS:
624 case WINED3DQUERYTYPE_TIMESTAMP:
625 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
626 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
627 case WINED3DQUERYTYPE_PIPELINETIMINGS:
628 case WINED3DQUERYTYPE_INTERFACETIMINGS:
629 case WINED3DQUERYTYPE_VERTEXTIMINGS:
630 case WINED3DQUERYTYPE_PIXELTIMINGS:
631 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
632 case WINED3DQUERYTYPE_CACHEUTILIZATION:
633 default:
634 FIXME("Unhandled query type %#x.\n", type);
635 return WINED3DERR_NOTAVAILABLE;
636 }
637
638 query->type = type;
639 query->state = QUERY_CREATED;
640 query->device = device;
641 query->parent = parent;
642 query->ref = 1;
643
644 return WINED3D_OK;
645 }