source: OGRE/trunk/ogrenew/RenderSystems/Direct3D9/src/OgreD3D9HardwareOcclusionQuery.cpp @ 692

Revision 692, 4.7 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

RevLine 
[692]1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://ogre.sourceforge.net/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#include "OgreD3D9HardwareOcclusionQuery.h"
26#include "OgreRenderSystemCapabilities.h"
27#include "OgreException.h"
28
29namespace Ogre {
30
31        /**
32        * This is a class that is the DirectX9 implementation of
33        * hardware occlusion testing.
34        *
35        * @author Lee Sandberg
36        *
37        * Updated on 12/7/2004 by Chris McGuirk
38        * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
39        */
40
41        /**
42        * Default object constructor
43        */
44    D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice ) :
45        mpDevice(pD3DDevice)
46        {
47                // create the occlusion query
48                const HRESULT hr = mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery);
49
50                if ( hr != D3D_OK )
51                {       
52            if( D3DERR_NOTAVAILABLE == hr)
53                {
54                OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR,
55                    "Cannot allocate a Hardware query. This video card doesn't supports it, sorry.",
56                    "D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery" );
57            }                   
58                }
59        }
60
61        /**
62        * Object destructor
63        */
64        D3D9HardwareOcclusionQuery::~D3D9HardwareOcclusionQuery()
65        {
66                SAFE_RELEASE(mpQuery);
67        }
68
69        //------------------------------------------------------------------
70        // Occlusion query functions (see base class documentation for this)
71        //--
72        void D3D9HardwareOcclusionQuery::beginOcclusionQuery()
73        {               
74                mpQuery->Issue(D3DISSUE_BEGIN);
75        mIsQueryResultStillOutstanding = true;
76        mPixelCount = 0;
77        }
78
79        void D3D9HardwareOcclusionQuery::endOcclusionQuery()
80        {
81                mpQuery->Issue(D3DISSUE_END);
82        }
83
84        //------------------------------------------------------------------
85        bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments )
86        {
87        // in case you didn't check if query arrived and want the result now.
88        if (mIsQueryResultStillOutstanding)
89        {
90            // Loop until the data becomes available
91            DWORD pixels;
92            const size_t dataSize = sizeof( DWORD );
93                        while (1)
94            {
95                const HRESULT hr = mpQuery->GetData((void *)&pixels, dataSize, D3DGETDATA_FLUSH);
96
97                if  (hr == S_FALSE)
98                    continue;
99                if  (hr == S_OK)
100                {
101                    mPixelCount = pixels;
102                    *NumOfFragments = pixels;
103                    break;
104                }
105                if (hr == D3DERR_DEVICELOST)
106                {
107                    *NumOfFragments = 100000;
108                    mPixelCount = 100000;
109                    mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery);
110                    break;
111                }
112            }
113            mIsQueryResultStillOutstanding = false;
114        }
115        else
116        {
117            // we already stored result from last frames.
118            *NumOfFragments = mPixelCount;
119        }               
120                return true;
121        }
122    //------------------------------------------------------------------
123    bool D3D9HardwareOcclusionQuery::isStillOutstanding(void)
124    {       
125        // in case you already asked for this query
126        if (!mIsQueryResultStillOutstanding)
127            return false;
128
129        DWORD pixels;
130        const HRESULT hr = mpQuery->GetData( (void *) &pixels, sizeof( DWORD ), D3DGETDATA_FLUSH);
131
132        if (hr  == S_FALSE)
133            return true;
134
135        if (hr == D3DERR_DEVICELOST)
136        {
137            mPixelCount = 100000;
138            mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery);
139        }
140        mPixelCount = pixels;
141        mIsQueryResultStillOutstanding = false;
142        return false;
143   
144    }
145}
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