TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
+ ENTER_GL();
/* Queries are specific to the GL context that created them. Not
* deleting the query will obviously leak it, but that's still better
* than potentially deleting a different query with the same id in this
* context, and (still) leaking the actual query. */
- if (This->type == WINED3DQUERYTYPE_EVENT)
- {
- struct wined3d_event_query *query = This->extendedData;
-
- if (query->context) context_free_event_query(query);
- }
- else if (This->type == WINED3DQUERYTYPE_OCCLUSION)
- {
- struct wined3d_occlusion_query *query = This->extendedData;
-
- if (query->context) context_free_occlusion_query(query);
+ if(This->type == WINED3DQUERYTYPE_EVENT) {
+ if (((WineQueryEventData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
+ || This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
+ {
+ FIXME("Query was created in a different context, skipping deletion\n");
+ }
+ else if(GL_SUPPORT(APPLE_FENCE))
+ {
+ GL_EXTCALL(glDeleteFencesAPPLE(1, &((WineQueryEventData *)(This->extendedData))->fenceId));
+ checkGLcall("glDeleteFencesAPPLE");
+ } else if(GL_SUPPORT(NV_FENCE)) {
+ GL_EXTCALL(glDeleteFencesNV(1, &((WineQueryEventData *)(This->extendedData))->fenceId));
+ checkGLcall("glDeleteFencesNV");
+ }
+ } else if(This->type == WINED3DQUERYTYPE_OCCLUSION && GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
+ if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
+ || This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
+ {
+ FIXME("Query was created in a different context, skipping deletion\n");
+ }
+ else
+ {
+ GL_EXTCALL(glDeleteQueriesARB(1, &((WineQueryOcclusionData *)(This->extendedData))->queryId));
+ checkGLcall("glDeleteQueriesARB");
+ }
}
+ LEAVE_GL();
HeapFree(GetProcessHeap(), 0, This->extendedData);
HeapFree(GetProcessHeap(), 0, This);
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
- struct wined3d_occlusion_query *query = This->extendedData;
+ GLuint queryId = ((WineQueryOcclusionData *)This->extendedData)->queryId;
DWORD* data = pData;
GLuint available;
GLuint samples;
TRACE("(%p) : type D3DQUERY_OCCLUSION, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
- if (!query->context) This->state = QUERY_CREATED;
-
if (This->state == QUERY_CREATED)
{
/* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves */
return S_OK;
}
- if (query->context->tid != GetCurrentThreadId())
+ if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
+ || This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
{
- FIXME("%p Wrong thread, returning 1.\n", This);
+ FIXME("%p Wrong context, returning 1.\n", This);
*data = 1;
return S_OK;
}
- ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
-
ENTER_GL();
- GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
- checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
+ GL_EXTCALL(glGetQueryObjectuivARB(queryId, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
+ checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)\n");
TRACE("(%p) : available %d.\n", This, available);
if (available)
{
if (data)
{
- GL_EXTCALL(glGetQueryObjectuivARB(query->id, GL_QUERY_RESULT_ARB, &samples));
- checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
+ GL_EXTCALL(glGetQueryObjectuivARB(queryId, GL_QUERY_RESULT_ARB, &samples));
+ checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)\n");
TRACE("(%p) : Returning %d samples.\n", This, samples);
*data = samples;
}
static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
- struct wined3d_event_query *query = This->extendedData;
BOOL* data = pData;
-
+ WineD3DContext *ctx;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
- if (!pData || !dwSize) return S_OK;
-
- if (!query->context)
- {
- ERR("Query not started, returning TRUE.\n");
- *data = TRUE;
-
+ ctx = ((WineQueryEventData *)This->extendedData)->ctx;
+ if(pData == NULL || dwSize == 0) {
return S_OK;
- }
-
- if (query->context->tid != GetCurrentThreadId())
- {
+ } if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* See comment in IWineD3DQuery::Issue, event query codeblock */
- FIXME("Wrong thread, reporting GPU idle.\n");
+ FIXME("Query context not active, reporting GPU idle\n");
*data = TRUE;
-
- return S_OK;
- }
-
- ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
-
- ENTER_GL();
-
- if (GL_SUPPORT(APPLE_FENCE))
- {
- *data = GL_EXTCALL(glTestFenceAPPLE(query->id));
+ } else if(GL_SUPPORT(APPLE_FENCE)) {
+ ENTER_GL();
+ *data = GL_EXTCALL(glTestFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceAPPLE");
- }
- else if (GL_SUPPORT(NV_FENCE))
- {
- *data = GL_EXTCALL(glTestFenceNV(query->id));
+ LEAVE_GL();
+ } else if(GL_SUPPORT(NV_FENCE)) {
+ ENTER_GL();
+ *data = GL_EXTCALL(glTestFenceNV(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glTestFenceNV");
- }
- else
- {
+ LEAVE_GL();
+ } else {
WARN("(%p): reporting GPU idle\n", This);
*data = TRUE;
}
- LEAVE_GL();
-
return S_OK;
}
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
- if (dwIssueFlags & WINED3DISSUE_END)
- {
- struct wined3d_event_query *query = This->extendedData;
- struct wined3d_context *context;
-
- if (query->context)
- {
- if (query->context->tid != GetCurrentThreadId())
- {
- context_free_event_query(query);
- context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
- context_alloc_event_query(context, query);
- }
- else
- {
- ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
- }
- }
- else
- {
- context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
- context_alloc_event_query(context, query);
- }
-
- ENTER_GL();
-
- if (GL_SUPPORT(APPLE_FENCE))
- {
- GL_EXTCALL(glSetFenceAPPLE(query->id));
+ if (dwIssueFlags & WINED3DISSUE_END) {
+ WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
+ if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
+ /* GL fences can be used only from the context that created them,
+ * so if a different context is active, don't bother setting the query. The penalty
+ * of a context switch is most likely higher than the gain of a correct query result
+ *
+ * If the query is used from a different thread, don't bother creating a multithread
+ * context - there's no point in doing that as the query would be unusable anyway
+ */
+ WARN("Query context not active\n");
+ } else if(GL_SUPPORT(APPLE_FENCE)) {
+ ENTER_GL();
+ GL_EXTCALL(glSetFenceAPPLE(((WineQueryEventData *)This->extendedData)->fenceId));
checkGLcall("glSetFenceAPPLE");
- }
- else if (GL_SUPPORT(NV_FENCE))
- {
- GL_EXTCALL(glSetFenceNV(query->id, GL_ALL_COMPLETED_NV));
+ LEAVE_GL();
+ } else if (GL_SUPPORT(NV_FENCE)) {
+ ENTER_GL();
+ GL_EXTCALL(glSetFenceNV(((WineQueryEventData *)This->extendedData)->fenceId, GL_ALL_COMPLETED_NV));
checkGLcall("glSetFenceNV");
+ LEAVE_GL();
}
-
- LEAVE_GL();
- }
- else if(dwIssueFlags & WINED3DISSUE_BEGIN)
- {
+ } else if(dwIssueFlags & WINED3DISSUE_BEGIN) {
/* Started implicitly at device creation */
ERR("Event query issued with START flag - what to do?\n");
}
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
- if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
- {
- struct wined3d_occlusion_query *query = This->extendedData;
- struct wined3d_context *context;
-
- /* This is allowed according to msdn and our tests. Reset the query and restart */
- if (dwIssueFlags & WINED3DISSUE_BEGIN)
- {
- if (This->state == QUERY_BUILDING)
- {
- if (query->context->tid != GetCurrentThreadId())
- {
- FIXME("Wrong thread, can't restart query.\n");
-
- context_free_occlusion_query(query);
- context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
- context_alloc_occlusion_query(context, query);
- }
- else
- {
- ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
+ if (GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
+ WineD3DContext *ctx = ((WineQueryOcclusionData *)This->extendedData)->ctx;
- ENTER_GL();
+ if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
+ FIXME("Not the owning context, can't start query\n");
+ } else {
+ ENTER_GL();
+ /* This is allowed according to msdn and our tests. Reset the query and restart */
+ if (dwIssueFlags & WINED3DISSUE_BEGIN) {
+ if(This->state == QUERY_BUILDING) {
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
- LEAVE_GL();
}
- }
- else
- {
- if (query->context) context_free_occlusion_query(query);
- context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
- context_alloc_occlusion_query(context, query);
- }
- ENTER_GL();
- GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, query->id));
- checkGLcall("glBeginQuery()");
- LEAVE_GL();
- }
- if (dwIssueFlags & WINED3DISSUE_END) {
- /* Msdn says _END on a non-building occlusion query returns an error, but
- * our tests show that it returns OK. But OpenGL doesn't like it, so avoid
- * generating an error
- */
- if (This->state == QUERY_BUILDING)
- {
- if (query->context->tid != GetCurrentThreadId())
- {
- FIXME("Wrong thread, can't end query.\n");
- }
- else
- {
- ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
-
- ENTER_GL();
+ GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, ((WineQueryOcclusionData *)This->extendedData)->queryId));
+ checkGLcall("glBeginQuery()");
+ }
+ if (dwIssueFlags & WINED3DISSUE_END) {
+ /* Msdn says _END on a non-building occlusion query returns an error, but
+ * our tests show that it returns OK. But OpenGL doesn't like it, so avoid
+ * generating an error
+ */
+ if(This->state == QUERY_BUILDING) {
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
- LEAVE_GL();
}
}
+ LEAVE_GL();
}
} else {
FIXME("(%p) : Occlusion queries not supported\n", This);