You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
258 lines
9.0 KiB
258 lines
9.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
#include "pch_materialsystem.h"
|
|
|
|
#define MATSYS_INTERNAL
|
|
|
|
#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();
|
|
int h = m_OcclusionQueryObjects.AddToTail();
|
|
m_Mutex.Unlock();
|
|
return (OcclusionQueryObjectHandle_t)h;
|
|
}
|
|
|
|
void COcclusionQueryMgr::OnCreateOcclusionQueryObject( OcclusionQueryObjectHandle_t h )
|
|
{
|
|
for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++)
|
|
{
|
|
m_OcclusionQueryObjects[(int)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
|
|
int h = (int)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 )
|
|
{
|
|
int h = (int)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 )
|
|
{
|
|
int h = (int)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 )
|
|
{
|
|
int h = (int)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 )
|
|
{
|
|
int h = (int)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 )
|
|
{
|
|
int h = (int)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[(int)h].m_LastResult;
|
|
return nPixels;
|
|
}
|