//============ Copyright (c) Valve Corporation, All rights reserved. ============ // // cglmquery.h // GLMgr queries // //=============================================================================== #ifndef CGLMQUERY_H #define CGLMQUERY_H #pragma once //=============================================================================== // forward declarations class GLMContext; class CGLMQuery; //=============================================================================== enum EGLMQueryType { EOcclusion, EFence, EGLMQueryCount }; struct GLMQueryParams { EGLMQueryType m_type; }; class CGLMQuery { // leave everything public til it's running public: friend class GLMContext; // only GLMContext can make CGLMTex objects friend struct IDirect3DDevice9; friend struct IDirect3DQuery9; GLMContext *m_ctx; // link back to parent context GLMQueryParams m_params; // params created with GLuint m_name; // name of the query object per se - could be fence, could be query object ... NOT USED WITH GL_ARB_sync! #ifdef HAVE_GL_ARB_SYNC GLsync m_syncobj; // GL_ARB_sync object. NOT USED WITH GL_NV_fence or GL_APPLE_fence! #else GLuint m_syncobj; #endif bool m_started; bool m_stopped; bool m_done; bool m_nullQuery; // was gl_nullqueries true at Start time - if so, continue to act like a null query through Stop/IsDone/Complete time // restated - only Start should examine the convar. static uint s_nTotalOcclusionQueryCreatesOrDeletes; CGLMQuery( GLMContext *ctx, GLMQueryParams *params ); ~CGLMQuery( ); // for an occlusion query: // Start = BeginQuery query-start goes into stream // Stop = EndQuery query-end goes into stream - a fence is also set so we can probe for completion // IsDone = TestFence use the added fence to ask if query-end has passed (i.e. will Complete block?) // Complete = GetQueryObjectuivARB(uint id, enum pname, uint *params) - extract the sample count // for a fence query: // Start = SetFence fence goes into command stream // Stop = NOP fences are self finishing - no need to call Stop on a fence // IsDone = TestFence ask if fence passed // Complete = FinishFence void Start ( void ); void Stop ( void ); bool IsDone ( void ); void Complete ( uint *result ); // accessors for the started/stopped state bool IsStarted ( void ); bool IsStopped ( void ); }; #endif