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Direct3D11 GFX device.
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Engine/source/gfx/D3D11/gfxD3D11QueryFence.cpp
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110
Engine/source/gfx/D3D11/gfxD3D11QueryFence.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11QueryFence.h"
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GFXD3D11QueryFence::~GFXD3D11QueryFence()
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{
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SAFE_RELEASE(mQuery);
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}
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void GFXD3D11QueryFence::issue()
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{
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PROFILE_START(GFXD3D11QueryFence_issue);
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// Create the query if we need to
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if(mQuery == NULL)
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{
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D3D11_QUERY_DESC QueryDesc;
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QueryDesc.Query = D3D11_QUERY_EVENT;
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QueryDesc.MiscFlags = 0;
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HRESULT hRes = D3D11DEVICE->CreateQuery(&QueryDesc, &mQuery);
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if(FAILED(hRes))
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{
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AssertFatal(false, "Hardware does not support D3D11 Queries, this should be caught before this fence type is created" );
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}
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AssertISV(hRes != E_OUTOFMEMORY, "Out of memory");
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}
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// Issue the query
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D3D11DEVICECONTEXT->End(mQuery);
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PROFILE_END();
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}
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GFXFence::FenceStatus GFXD3D11QueryFence::getStatus() const
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{
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if(mQuery == NULL)
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return GFXFence::Unset;
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HRESULT hRes = D3D11DEVICECONTEXT->GetData(mQuery, NULL, 0, 0);
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return (hRes == S_OK ? GFXFence::Processed : GFXFence::Pending);
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}
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void GFXD3D11QueryFence::block()
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{
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PROFILE_SCOPE(GFXD3D11QueryFence_block);
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// Calling block() before issue() is valid, catch this case
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if( mQuery == NULL )
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return;
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HRESULT hRes;
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while((hRes = D3D11DEVICECONTEXT->GetData(mQuery, NULL, 0, 0)) == S_FALSE); //D3DGETDATA_FLUSH
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}
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void GFXD3D11QueryFence::zombify()
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{
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// Release our query
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SAFE_RELEASE( mQuery );
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}
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void GFXD3D11QueryFence::resurrect()
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{
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// Recreate the query
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if(mQuery == NULL)
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{
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D3D11_QUERY_DESC QueryDesc;
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QueryDesc.Query = D3D11_QUERY_EVENT;
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QueryDesc.MiscFlags = 0;
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HRESULT hRes = D3D11DEVICE->CreateQuery(&QueryDesc, &mQuery);
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if(FAILED(hRes))
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{
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AssertFatal(false, "GFXD3D11QueryFence::resurrect - Hardware does not support D3D11 Queries, this should be caught before this fence type is created");
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}
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AssertISV(hRes != E_OUTOFMEMORY, "GFXD3D11QueryFence::resurrect - Out of memory");
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}
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}
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const String GFXD3D11QueryFence::describeSelf() const
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{
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// We've got nothing
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return String();
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}
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