Counter Strike : Global Offensive Source Code
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//============ 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