Torque3D/Engine/source/gfx/gl/gfxGLOcclusionQuery.cpp

128 lines
3.3 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 "platform/platform.h"
#include "gfx/gl/gfxGLOcclusionQuery.h"
#include "gfx/gl/tGL/tGL.h"
GFXGLOcclusionQuery::GFXGLOcclusionQuery(GFXDevice* device) :
GFXOcclusionQuery(device),
mQuery(-1),
mTesting(false)
{
}
GFXGLOcclusionQuery::~GFXGLOcclusionQuery()
{
glDeleteQueries(1, &mQuery);
}
bool GFXGLOcclusionQuery::begin()
{
if (GFXDevice::getDisableOcclusionQuery())
return true;
if (!glIsQuery(mQuery))
glGenQueries(1, &mQuery);
if (!mTesting)
{
glBeginQuery(GL_SAMPLES_PASSED, mQuery);
mTesting = true;
}
return true;
}
void GFXGLOcclusionQuery::end()
{
if (GFXDevice::getDisableOcclusionQuery())
return;
if (!glIsQuery(mQuery))
return;
glEndQuery(GL_SAMPLES_PASSED);
mTesting = false;
}
GFXOcclusionQuery::OcclusionQueryStatus GFXGLOcclusionQuery::getStatus(bool block, U32* data)
{
// If this ever shows up near the top of a profile
// then your system is GPU bound.
PROFILE_SCOPE(GFXGLOcclusionQuery_getStatus);
if (GFXDevice::getDisableOcclusionQuery())
return NotOccluded;
if (!glIsQuery(mQuery))
return NotOccluded;
GLint numPixels = 0;
GLint queryDone = false;
if (block)
{
while (!queryDone)
{
//If we're stalled out, proceed with worst-case scenario -BJR
if (GFX->mFrameTime->getElapsedMs()>4)
{
this->begin();
this->end();
return NotOccluded;
}
glGetQueryObjectiv(mQuery, GL_QUERY_RESULT_AVAILABLE, &queryDone);
}
}
else
{
glGetQueryObjectiv(mQuery, GL_QUERY_RESULT_AVAILABLE, &queryDone);
}
if (queryDone)
glGetQueryObjectiv(mQuery, GL_QUERY_RESULT, &numPixels);
else
return Waiting;
if (data)
*data = numPixels;
return numPixels > 0 ? NotOccluded : Occluded;
}
void GFXGLOcclusionQuery::zombify()
{
glDeleteQueries(1, &mQuery);
mQuery = 0;
}
void GFXGLOcclusionQuery::resurrect()
{
glGenQueries(1, &mQuery);
}
const String GFXGLOcclusionQuery::describeSelf() const
{
// We've got nothing
return String();
}