Torque3D/Engine/source/gfx/D3D9/gfxD3D9OcclusionQuery.cpp
DavidWyand-GG 0d77cdc270 GFX now handles non-default adapters
The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one.  Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.

The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager.  These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00

163 lines
4.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/D3D9/gfxD3D9Device.h"
#include "gfx/D3D9/gfxD3D9OcclusionQuery.h"
#include "gui/3d/guiTSControl.h"
#ifdef TORQUE_GATHER_METRICS
// For TickMs define
#include "T3D/gameBase/processList.h"
#endif
GFXD3D9OcclusionQuery::GFXD3D9OcclusionQuery( GFXDevice *device )
: GFXOcclusionQuery( device ),
mQuery( NULL )
{
#ifdef TORQUE_GATHER_METRICS
mTimer = PlatformTimer::create();
mTimer->getElapsedMs();
mTimeSinceEnd = 0;
mBeginFrame = 0;
#endif
}
GFXD3D9OcclusionQuery::~GFXD3D9OcclusionQuery()
{
SAFE_RELEASE( mQuery );
#ifdef TORQUE_GATHER_METRICS
SAFE_DELETE( mTimer );
#endif
}
bool GFXD3D9OcclusionQuery::begin()
{
if ( GFXDevice::getDisableOcclusionQuery() )
return true;
if ( mQuery == NULL )
{
#ifdef TORQUE_OS_XENON
HRESULT hRes = static_cast<GFXD3D9Device*>( mDevice )->getDevice()->CreateQueryTiled( D3DQUERYTYPE_OCCLUSION, 2, &mQuery );
#else
HRESULT hRes = static_cast<GFXD3D9Device*>( mDevice )->getDevice()->CreateQuery( D3DQUERYTYPE_OCCLUSION, &mQuery );
#endif
AssertFatal( hRes != D3DERR_NOTAVAILABLE, "GFXD3D9OcclusionQuery::begin - Hardware does not support D3D9 Occlusion-Queries, this should be caught before this type is created" );
AssertISV( hRes != E_OUTOFMEMORY, "GFXD3D9OcclusionQuery::begin - Out of memory" );
}
// Add a begin marker to the command buffer queue.
mQuery->Issue( D3DISSUE_BEGIN );
#ifdef TORQUE_GATHER_METRICS
mBeginFrame = GuiTSCtrl::getFrameCount();
#endif
return true;
}
void GFXD3D9OcclusionQuery::end()
{
if ( GFXDevice::getDisableOcclusionQuery() )
return;
// Add an end marker to the command buffer queue.
mQuery->Issue( D3DISSUE_END );
#ifdef TORQUE_GATHER_METRICS
AssertFatal( mBeginFrame == GuiTSCtrl::getFrameCount(), "GFXD3D9OcclusionQuery::end - ended query on different frame than begin!" );
mTimer->getElapsedMs();
mTimer->reset();
#endif
}
GFXD3D9OcclusionQuery::OcclusionQueryStatus GFXD3D9OcclusionQuery::getStatus( bool block, U32 *data )
{
// If this ever shows up near the top of a profile then your system is
// GPU bound or you are calling getStatus too soon after submitting it.
//
// To test if you are GPU bound resize your window very small and see if
// this profile no longer appears at the top.
//
// To test if you are calling getStatus to soon after submitting it,
// check the value of mTimeSinceEnd in a debug build. If it is < half the length
// of time to render an individual frame you could have problems.
PROFILE_SCOPE(GFXD3D9OcclusionQuery_getStatus);
if ( GFXDevice::getDisableOcclusionQuery() )
return NotOccluded;
if ( mQuery == NULL )
return Unset;
#ifdef TORQUE_GATHER_METRICS
//AssertFatal( mBeginFrame < GuiTSCtrl::getFrameCount(), "GFXD3D9OcclusionQuery::getStatus - called on the same frame as begin!" );
//U32 mTimeSinceEnd = mTimer->getElapsedMs();
//AssertFatal( mTimeSinceEnd >= 5, "GFXD3DOcculsionQuery::getStatus - less than TickMs since called ::end!" );
#endif
HRESULT hRes;
DWORD dwOccluded = 0;
if ( block )
{
while( ( hRes = mQuery->GetData( &dwOccluded, sizeof(DWORD), D3DGETDATA_FLUSH ) ) == S_FALSE )
;
}
else
{
hRes = mQuery->GetData( &dwOccluded, sizeof(DWORD), 0 );
}
if ( hRes == S_OK )
{
if ( data != NULL )
*data = dwOccluded;
return dwOccluded > 0 ? NotOccluded : Occluded;
}
if ( hRes == S_FALSE )
return Waiting;
return Error;
}
void GFXD3D9OcclusionQuery::zombify()
{
SAFE_RELEASE( mQuery );
}
void GFXD3D9OcclusionQuery::resurrect()
{
}
const String GFXD3D9OcclusionQuery::describeSelf() const
{
// We've got nothing
return String();
}