mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
177 lines
5.2 KiB
C++
177 lines
5.2 KiB
C++
//-----------------------------------------------------------------------------
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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/gfxD3D11OcclusionQuery.h"
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#include "gui/3d/guiTSControl.h"
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#ifdef TORQUE_GATHER_METRICS
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// For TickMs define
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#include "T3D/gameBase/processList.h"
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#endif
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GFXD3D11OcclusionQuery::GFXD3D11OcclusionQuery(GFXDevice *device)
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: GFXOcclusionQuery(device),
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mQuery(NULL)
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{
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#ifdef TORQUE_GATHER_METRICS
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mTimer = PlatformTimer::create();
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mTimer->getElapsedMs();
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mTimeSinceEnd = 0;
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mBeginFrame = 0;
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#endif
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}
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GFXD3D11OcclusionQuery::~GFXD3D11OcclusionQuery()
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{
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SAFE_RELEASE(mQuery);
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#ifdef TORQUE_GATHER_METRICS
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SAFE_DELETE(mTimer);
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#endif
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}
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bool GFXD3D11OcclusionQuery::begin()
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{
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if(GFXDevice::getDisableOcclusionQuery())
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return true;
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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_OCCLUSION;
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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, "GFXD3D11OcclusionQuery::begin - Hardware does not support D3D11 Occlusion-Queries, this should be caught before this type is created");
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}
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AssertISV(hRes != E_OUTOFMEMORY, "GFXD3D11OcclusionQuery::begin - Out of memory");
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}
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// Add a begin marker to the command buffer queue.
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D3D11DEVICECONTEXT->Begin(mQuery);
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#ifdef TORQUE_GATHER_METRICS
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mBeginFrame = GuiTSCtrl::getFrameCount();
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#endif
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return true;
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}
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void GFXD3D11OcclusionQuery::end()
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{
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if (GFXDevice::getDisableOcclusionQuery())
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return;
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// Add an end marker to the command buffer queue.
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D3D11DEVICECONTEXT->End(mQuery);
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#ifdef TORQUE_GATHER_METRICS
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AssertFatal( mBeginFrame == GuiTSCtrl::getFrameCount(), "GFXD3D11OcclusionQuery::end - ended query on different frame than begin!" );
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mTimer->getElapsedMs();
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mTimer->reset();
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#endif
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}
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GFXD3D11OcclusionQuery::OcclusionQueryStatus GFXD3D11OcclusionQuery::getStatus(bool block, U32 *data)
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{
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// If this ever shows up near the top of a profile then your system is
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// GPU bound or you are calling getStatus too soon after submitting it.
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//
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// To test if you are GPU bound resize your window very small and see if
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// this profile no longer appears at the top.
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//
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// To test if you are calling getStatus to soon after submitting it,
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// check the value of mTimeSinceEnd in a debug build. If it is < half the length
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// of time to render an individual frame you could have problems.
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PROFILE_SCOPE(GFXD3D11OcclusionQuery_getStatus);
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if ( GFXDevice::getDisableOcclusionQuery() )
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return NotOccluded;
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if ( mQuery == NULL )
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return Unset;
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#ifdef TORQUE_GATHER_METRICS
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//AssertFatal( mBeginFrame < GuiTSCtrl::getFrameCount(), "GFXD3D11OcclusionQuery::getStatus - called on the same frame as begin!" );
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//U32 mTimeSinceEnd = mTimer->getElapsedMs();
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//AssertFatal( mTimeSinceEnd >= 5, "GFXD3DOcculsionQuery::getStatus - less than TickMs since called ::end!" );
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#endif
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HRESULT hRes;
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U64 dwOccluded = 0;
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if ( block )
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{
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while ((hRes = D3D11DEVICECONTEXT->GetData(mQuery, &dwOccluded, sizeof(U64), 0)) == S_FALSE);
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}
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else
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{
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hRes = D3D11DEVICECONTEXT->GetData(mQuery, &dwOccluded, sizeof(U64), 0);
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}
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if (hRes == S_OK)
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{
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if (data != NULL)
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*data = (U32)dwOccluded;
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return dwOccluded > 0 ? NotOccluded : Occluded;
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}
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if (hRes == S_FALSE)
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return Waiting;
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return Error;
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}
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void GFXD3D11OcclusionQuery::zombify()
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{
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SAFE_RELEASE( mQuery );
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}
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void GFXD3D11OcclusionQuery::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_OCCLUSION;
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queryDesc.MiscFlags = 0;
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HRESULT hRes = D3D11DEVICE->CreateQuery(&queryDesc, &mQuery);
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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 GFXD3D11OcclusionQuery::describeSelf() const
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{
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// We've got nothing
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return String();
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} |