Counter Strike : Global Offensive Source Code
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//========== Copyright � 2005, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#ifndef OCCLUSIONQUERY_H
#define OCCLUSIONQUERY_H
#include "tier1/utlsymbol.h"
#include "tier1/utlrbtree.h"
#ifndef MATSYS_INTERNAL
#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
#endif
#if defined( _WIN32 )
#pragma once
#endif
#include "tier1/utllinkedlist.h"
#include "shaderapi/ishaderapi.h"
class IMatRenderContextInternal;
// because the GPU/driver can buffer frames we need to allow several queries to be in flight.
// The game wants to reiusse the queries every frame so we buffer them here to avoid
// having to block waiting for a query to be available for reissue.
#define COUNT_OCCLUSION_QUERY_STACK 4
//-----------------------------------------------------------------------------
// Dictionary of all known materials
//-----------------------------------------------------------------------------
class COcclusionQueryMgr { public: COcclusionQueryMgr();
// Allocate and delete query objects.
OcclusionQueryObjectHandle_t CreateOcclusionQueryObject( ); void OnCreateOcclusionQueryObject( OcclusionQueryObjectHandle_t h ); void DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t h );
// Bracket drawing with begin and end so that we can get counts next frame.
void BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t h ); void EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t h );
// Used to make the handle think it's never had a successful query before
void ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t );
// 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!
int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t h, bool bDoQuery ); void OcclusionQuery_IssueNumPixelsRenderedQuery( OcclusionQueryObjectHandle_t h );
// Internal stuff for occlusion query
void AllocOcclusionQueryObjects( void ); void FreeOcclusionQueryObjects( void );
// Advance frame
void AdvanceFrame();
private: //-----------------------------------------------------------------------------
// Occlusion query objects
//-----------------------------------------------------------------------------
struct OcclusionQueryObject_t { ShaderAPIOcclusionQuery_t m_QueryHandle[COUNT_OCCLUSION_QUERY_STACK]; int m_LastResult; int m_nFrameIssued; int m_nCurrentIssue; bool m_bHasBeenIssued[COUNT_OCCLUSION_QUERY_STACK];
OcclusionQueryObject_t(void) { for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++ ) { m_QueryHandle[i] = INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; m_bHasBeenIssued[i] = false; } m_LastResult = -1; m_nFrameIssued = -1; m_nCurrentIssue = 0; } };
// Flushes an outstanding query
void FlushQuery( OcclusionQueryObjectHandle_t hOcclusionQuery, int nIndex );
// Occlusion query objects
CUtlFixedLinkedList<OcclusionQueryObject_t> m_OcclusionQueryObjects; CThreadFastMutex m_Mutex; int m_nFrameCount; };
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
extern COcclusionQueryMgr *g_pOcclusionQueryMgr;
#endif // OCCLUSIONQUERY_H
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