Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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