Counter Strike : Global Offensive Source Code
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//========== Copyright © 2005, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#include "pch_materialsystem.h"
#ifndef _PS3
#define MATSYS_INTERNAL
#endif
#include "occlusionquerymgr.h"
#include "imaterialsysteminternal.h"
#include "imatrendercontextinternal.h"
// NOTE: This must be the last file included!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static COcclusionQueryMgr s_OcclusionQueryMgr; COcclusionQueryMgr *g_pOcclusionQueryMgr = &s_OcclusionQueryMgr;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
COcclusionQueryMgr::COcclusionQueryMgr() { m_nFrameCount = 0; }
//-----------------------------------------------------------------------------
// Allocate and delete query objects.
//-----------------------------------------------------------------------------
OcclusionQueryObjectHandle_t COcclusionQueryMgr::CreateOcclusionQueryObject( ) { m_Mutex.Lock(); OcclusionQueryObjectHandle_t h = (OcclusionQueryObjectHandle_t)m_OcclusionQueryObjects.AddToTail(); m_Mutex.Unlock(); return h; }
void COcclusionQueryMgr::OnCreateOcclusionQueryObject( OcclusionQueryObjectHandle_t h ) { for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++) { m_OcclusionQueryObjects[(intp)h].m_QueryHandle[i] = g_pShaderAPI->CreateOcclusionQueryObject( ); } }
// Flushes an outstanding query
// HEY - Be very careful using this method - it causes a full pipeline flush/stall!
void COcclusionQueryMgr::FlushQuery( OcclusionQueryObjectHandle_t hOcclusionQuery, int nIndex ) { // Flush out any previous queries
intp h = (intp)hOcclusionQuery; if ( m_OcclusionQueryObjects[h].m_bHasBeenIssued[nIndex] ) { ShaderAPIOcclusionQuery_t hQuery = m_OcclusionQueryObjects[h].m_QueryHandle[nIndex]; while ( OCCLUSION_QUERY_RESULT_PENDING == g_pShaderAPI->OcclusionQuery_GetNumPixelsRendered( hQuery, true ) ) continue; } }
void COcclusionQueryMgr::DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t hOcclusionQuery ) { intp h = (intp)hOcclusionQuery; Assert( m_OcclusionQueryObjects.IsValidIndex( h ) ); if ( m_OcclusionQueryObjects.IsValidIndex( h ) ) { for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++) { if ( m_OcclusionQueryObjects[h].m_QueryHandle[i] != INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ) { g_pShaderAPI->DestroyOcclusionQueryObject( m_OcclusionQueryObjects[h].m_QueryHandle[i] ); } } m_Mutex.Lock(); m_OcclusionQueryObjects.Remove( h ); m_Mutex.Unlock(); } }
//-----------------------------------------------------------------------------
// Advance frame
//-----------------------------------------------------------------------------
void COcclusionQueryMgr::AdvanceFrame() { ++m_nFrameCount; }
//-----------------------------------------------------------------------------
// Alt-tab support
// NOTE: This doesn't queue anything up
//-----------------------------------------------------------------------------
void COcclusionQueryMgr::AllocOcclusionQueryObjects( void ) { FOR_EACH_LL( m_OcclusionQueryObjects, iterator ) { for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++) { m_OcclusionQueryObjects[iterator].m_QueryHandle[i] = g_pShaderAPI->CreateOcclusionQueryObject(); m_OcclusionQueryObjects[iterator].m_bHasBeenIssued[i] = false; // any in-flight queries are never returning
} } }
void COcclusionQueryMgr::FreeOcclusionQueryObjects( void ) { FOR_EACH_LL( m_OcclusionQueryObjects, iterator ) { for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++) { if ( m_OcclusionQueryObjects[iterator].m_QueryHandle[i] != INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ) { g_pShaderAPI->DestroyOcclusionQueryObject( m_OcclusionQueryObjects[iterator].m_QueryHandle[i] ); m_OcclusionQueryObjects[iterator].m_QueryHandle[i] = INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; m_OcclusionQueryObjects[iterator].m_bHasBeenIssued[i] = false; } } } }
//-----------------------------------------------------------------------------
// Used to make the handle think it's never had a successful query before
//-----------------------------------------------------------------------------
void COcclusionQueryMgr::ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t hOcclusionQuery ) { intp h = (intp)hOcclusionQuery; Assert( m_OcclusionQueryObjects.IsValidIndex( h ) ); if ( m_OcclusionQueryObjects.IsValidIndex( h ) ) { // Forget we've issued any previous queries - there's no need to flush them.
for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++) { m_OcclusionQueryObjects[h].m_bHasBeenIssued[i] = false; }
m_OcclusionQueryObjects[h].m_LastResult = -1; m_OcclusionQueryObjects[h].m_nFrameIssued = -1; } }
//-----------------------------------------------------------------------------
// Bracket drawing with begin and end so that we can get counts next frame.
//-----------------------------------------------------------------------------
void COcclusionQueryMgr::BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t hOcclusionQuery ) { intp h = (intp)hOcclusionQuery; Assert( m_OcclusionQueryObjects.IsValidIndex( h ) ); if ( m_OcclusionQueryObjects.IsValidIndex( h ) ) { int nCurrent = m_OcclusionQueryObjects[h].m_nCurrentIssue; ShaderAPIOcclusionQuery_t hQuery = m_OcclusionQueryObjects[h].m_QueryHandle[nCurrent]; if ( hQuery != INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ) { // If it's been issued, but we haven't gotten a result when we polled last time,
// try polling one last time, since we can't poll again after we issue again.
if ( m_OcclusionQueryObjects[h].m_bHasBeenIssued[nCurrent] ) { int nPixels = g_pShaderAPI->OcclusionQuery_GetNumPixelsRendered( hQuery, false ); if ( ( nPixels == OCCLUSION_QUERY_RESULT_PENDING ) && ( m_OcclusionQueryObjects[h].m_nFrameIssued == m_nFrameCount ) ) { static int s_nWarnCount = 0; if ( s_nWarnCount++ < 5 ) { DevWarning( "blocking issue in occlusion queries! Grab brian!\n" ); } } while( !OCCLUSION_QUERY_FINISHED( nPixels ) ) { // We're going to reuse this query, so issue a flush to force the query results to come back.
nPixels = g_pShaderAPI->OcclusionQuery_GetNumPixelsRendered( hQuery, true ); } if ( nPixels >= 0 ) { m_OcclusionQueryObjects[h].m_LastResult = nPixels; } m_OcclusionQueryObjects[h].m_bHasBeenIssued[nCurrent] = false; } g_pShaderAPI->BeginOcclusionQueryDrawing( hQuery ); } } }
void COcclusionQueryMgr::EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t hOcclusionQuery ) { intp h = (intp)hOcclusionQuery; Assert( m_OcclusionQueryObjects.IsValidIndex( h ) ); if ( m_OcclusionQueryObjects.IsValidIndex( h ) ) { int nCurrent = m_OcclusionQueryObjects[h].m_nCurrentIssue; ShaderAPIOcclusionQuery_t hQuery = m_OcclusionQueryObjects[h].m_QueryHandle[nCurrent]; if ( hQuery != INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ) { g_pShaderAPI->EndOcclusionQueryDrawing( hQuery );
m_OcclusionQueryObjects[h].m_bHasBeenIssued[nCurrent] = true; m_OcclusionQueryObjects[h].m_nFrameIssued = m_nFrameCount;
nCurrent = (nCurrent+1) % COUNT_OCCLUSION_QUERY_STACK; m_OcclusionQueryObjects[h].m_nCurrentIssue = nCurrent; } } }
//-----------------------------------------------------------------------------
// Get the number of pixels rendered between begin and end on an earlier frame.
// Calling this in the same frame is a huge perf hit!
//-----------------------------------------------------------------------------
void COcclusionQueryMgr::OcclusionQuery_IssueNumPixelsRenderedQuery( OcclusionQueryObjectHandle_t hOcclusionQuery ) { intp h = (intp)hOcclusionQuery; Assert( m_OcclusionQueryObjects.IsValidIndex( h ) ); if ( m_OcclusionQueryObjects.IsValidIndex( h ) ) { for( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++ ) { int nIndex = ( m_OcclusionQueryObjects[h].m_nCurrentIssue + i ) % COUNT_OCCLUSION_QUERY_STACK; ShaderAPIOcclusionQuery_t hQuery = m_OcclusionQueryObjects[h].m_QueryHandle[nIndex]; if ( hQuery != INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE && m_OcclusionQueryObjects[h].m_bHasBeenIssued[nIndex] ) { int nPixels = g_pShaderAPI->OcclusionQuery_GetNumPixelsRendered( hQuery ); if ( nPixels == OCCLUSION_QUERY_RESULT_ERROR ) { // In GL mode, it's possible for queries to fail (say when mat_queue_mode is toggled). In this case, just clear m_bHasBeenIssued and forget we ever issued this query.
m_OcclusionQueryObjects[h].m_bHasBeenIssued[nIndex] = false; } else if ( nPixels >= 0 ) { m_OcclusionQueryObjects[h].m_LastResult = nPixels; m_OcclusionQueryObjects[h].m_bHasBeenIssued[nIndex] = false; }
} } } }
int COcclusionQueryMgr::OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t h, bool bDoQuery ) { if ( bDoQuery ) { OcclusionQuery_IssueNumPixelsRenderedQuery( h ); }
int nPixels = m_OcclusionQueryObjects[(intp)h].m_LastResult; return nPixels; }
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