/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://ogre.sourceforge.net/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreD3D9HardwareOcclusionQuery.h" #include "OgreRenderSystemCapabilities.h" #include "OgreException.h" namespace Ogre { /** * This is a class that is the DirectX9 implementation of * hardware occlusion testing. * * @author Lee Sandberg * * Updated on 12/7/2004 by Chris McGuirk * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr */ /** * Default object constructor */ D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice ) : mpDevice(pD3DDevice) { // create the occlusion query const HRESULT hr = mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery); if ( hr != D3D_OK ) { if( D3DERR_NOTAVAILABLE == hr) { OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Cannot allocate a Hardware query. This video card doesn't supports it, sorry.", "D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery" ); } } } /** * Object destructor */ D3D9HardwareOcclusionQuery::~D3D9HardwareOcclusionQuery() { SAFE_RELEASE(mpQuery); } //------------------------------------------------------------------ // Occlusion query functions (see base class documentation for this) //-- void D3D9HardwareOcclusionQuery::beginOcclusionQuery() { mpQuery->Issue(D3DISSUE_BEGIN); mIsQueryResultStillOutstanding = true; mPixelCount = 0; } void D3D9HardwareOcclusionQuery::endOcclusionQuery() { mpQuery->Issue(D3DISSUE_END); } //------------------------------------------------------------------ bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments ) { // in case you didn't check if query arrived and want the result now. if (mIsQueryResultStillOutstanding) { // Loop until the data becomes available DWORD pixels; const size_t dataSize = sizeof( DWORD ); while (1) { const HRESULT hr = mpQuery->GetData((void *)&pixels, dataSize, D3DGETDATA_FLUSH); if (hr == S_FALSE) continue; if (hr == S_OK) { mPixelCount = pixels; *NumOfFragments = pixels; break; } if (hr == D3DERR_DEVICELOST) { *NumOfFragments = 100000; mPixelCount = 100000; mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery); break; } } mIsQueryResultStillOutstanding = false; } else { // we already stored result from last frames. *NumOfFragments = mPixelCount; } return true; } //------------------------------------------------------------------ bool D3D9HardwareOcclusionQuery::isStillOutstanding(void) { // in case you already asked for this query if (!mIsQueryResultStillOutstanding) return false; DWORD pixels; const HRESULT hr = mpQuery->GetData( (void *) &pixels, sizeof( DWORD ), D3DGETDATA_FLUSH); if (hr == S_FALSE) return true; if (hr == D3DERR_DEVICELOST) { mPixelCount = 100000; mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery); } mPixelCount = pixels; mIsQueryResultStillOutstanding = false; return false; } }