//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gfx/D3D9/gfxD3D9Device.h" #include "gfx/D3D9/gfxD3D9QueryFence.h" GFXD3D9QueryFence::~GFXD3D9QueryFence() { SAFE_RELEASE( mQuery ); } //------------------------------------------------------------------------------ void GFXD3D9QueryFence::issue() { PROFILE_START( GFXD3D9QueryFence_issue ); // Create the query if we need to if( mQuery == NULL ) { HRESULT hRes = static_cast( mDevice )->getDevice()->CreateQuery( D3DQUERYTYPE_EVENT, &mQuery ); AssertFatal( hRes != D3DERR_NOTAVAILABLE, "Hardware does not support D3D9 Queries, this should be caught before this fence type is created" ); AssertISV( hRes != E_OUTOFMEMORY, "Out of memory" ); } // Issue the query mQuery->Issue( D3DISSUE_END ); PROFILE_END(); } //------------------------------------------------------------------------------ GFXFence::FenceStatus GFXD3D9QueryFence::getStatus() const { if( mQuery == NULL ) return GFXFence::Unset; HRESULT hRes = mQuery->GetData( NULL, 0, 0 ); return ( hRes == S_OK ? GFXFence::Processed : GFXFence::Pending ); } //------------------------------------------------------------------------------ void GFXD3D9QueryFence::block() { PROFILE_SCOPE(GFXD3D9QueryFence_block); // Calling block() before issue() is valid, catch this case if( mQuery == NULL ) return; HRESULT hRes; while( ( hRes = mQuery->GetData( NULL, 0, D3DGETDATA_FLUSH ) ) == S_FALSE ) ; // Check for D3DERR_DEVICELOST, if we lost the device, the fence will get // re-created next issue() if( hRes == D3DERR_DEVICELOST ) SAFE_RELEASE( mQuery ); } void GFXD3D9QueryFence::zombify() { // Release our query SAFE_RELEASE( mQuery ); } void GFXD3D9QueryFence::resurrect() { // Recreate the query if( mQuery == NULL ) { HRESULT hRes = static_cast( mDevice )->getDevice()->CreateQuery( D3DQUERYTYPE_EVENT, &mQuery ); AssertFatal( hRes != D3DERR_NOTAVAILABLE, "GFXD3D9QueryFence::resurrect - Hardware does not support D3D9 Queries, this should be caught before this fence type is created" ); AssertISV( hRes != E_OUTOFMEMORY, "GFXD3D9QueryFence::resurrect - Out of memory" ); } } const String GFXD3D9QueryFence::describeSelf() const { // We've got nothing return String(); }