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