//----------------------------------------------------------------------------- // Copyright (c) 2015 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/D3D11/gfxD3D11Device.h" #include "gfx/D3D11/gfxD3D11QueryFence.h" GFXD3D11QueryFence::~GFXD3D11QueryFence() { SAFE_RELEASE(mQuery); } void GFXD3D11QueryFence::issue() { PROFILE_START(GFXD3D11QueryFence_issue); // Create the query if we need to if(mQuery == NULL) { D3D11_QUERY_DESC QueryDesc; QueryDesc.Query = D3D11_QUERY_EVENT; QueryDesc.MiscFlags = 0; HRESULT hRes = D3D11DEVICE->CreateQuery(&QueryDesc, &mQuery); if(FAILED(hRes)) { AssertFatal(false, "Hardware does not support D3D11 Queries, this should be caught before this fence type is created" ); } AssertISV(hRes != E_OUTOFMEMORY, "Out of memory"); } // Issue the query D3D11DEVICECONTEXT->End(mQuery); PROFILE_END(); } GFXFence::FenceStatus GFXD3D11QueryFence::getStatus() const { if(mQuery == NULL) return GFXFence::Unset; HRESULT hRes = D3D11DEVICECONTEXT->GetData(mQuery, NULL, 0, 0); return (hRes == S_OK ? GFXFence::Processed : GFXFence::Pending); } void GFXD3D11QueryFence::block() { PROFILE_SCOPE(GFXD3D11QueryFence_block); // Calling block() before issue() is valid, catch this case if( mQuery == NULL ) return; HRESULT hRes; while((hRes = D3D11DEVICECONTEXT->GetData(mQuery, NULL, 0, 0)) == S_FALSE); //D3DGETDATA_FLUSH } void GFXD3D11QueryFence::zombify() { // Release our query SAFE_RELEASE( mQuery ); } void GFXD3D11QueryFence::resurrect() { // Recreate the query if(mQuery == NULL) { D3D11_QUERY_DESC QueryDesc; QueryDesc.Query = D3D11_QUERY_EVENT; QueryDesc.MiscFlags = 0; HRESULT hRes = D3D11DEVICE->CreateQuery(&QueryDesc, &mQuery); if(FAILED(hRes)) { AssertFatal(false, "GFXD3D11QueryFence::resurrect - Hardware does not support D3D11 Queries, this should be caught before this fence type is created"); } AssertISV(hRes != E_OUTOFMEMORY, "GFXD3D11QueryFence::resurrect - Out of memory"); } } const String GFXD3D11QueryFence::describeSelf() const { // We've got nothing return String(); }