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107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef OCCLUSIONQUERY_H
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#define OCCLUSIONQUERY_H
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#include "tier1/utlsymbol.h"
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#include "tier1/utlrbtree.h"
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#ifndef MATSYS_INTERNAL
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#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
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#endif
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier1/utllinkedlist.h"
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#include "shaderapi/ishaderapi.h"
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class IMatRenderContextInternal;
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// because the GPU/driver can buffer frames we need to allow several queries to be in flight.
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// The game wants to reiusse the queries every frame so we buffer them here to avoid
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// having to block waiting for a query to be available for reissue.
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#define COUNT_OCCLUSION_QUERY_STACK 4
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//-----------------------------------------------------------------------------
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// Dictionary of all known materials
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//-----------------------------------------------------------------------------
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class COcclusionQueryMgr
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{
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public:
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COcclusionQueryMgr();
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// Allocate and delete query objects.
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OcclusionQueryObjectHandle_t CreateOcclusionQueryObject( );
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void OnCreateOcclusionQueryObject( OcclusionQueryObjectHandle_t h );
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void DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t h );
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// Bracket drawing with begin and end so that we can get counts next frame.
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void BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t h );
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void EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t h );
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// Used to make the handle think it's never had a successful query before
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void ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t );
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// Get the number of pixels rendered between begin and end on an earlier frame.
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// Calling this in the same frame is a huge perf hit!
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int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t h, bool bDoQuery );
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void OcclusionQuery_IssueNumPixelsRenderedQuery( OcclusionQueryObjectHandle_t h );
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// Internal stuff for occlusion query
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void AllocOcclusionQueryObjects( void );
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void FreeOcclusionQueryObjects( void );
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// Advance frame
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void AdvanceFrame();
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private:
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//-----------------------------------------------------------------------------
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// Occlusion query objects
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//-----------------------------------------------------------------------------
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struct OcclusionQueryObject_t
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{
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ShaderAPIOcclusionQuery_t m_QueryHandle[COUNT_OCCLUSION_QUERY_STACK];
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int m_LastResult;
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int m_nFrameIssued;
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int m_nCurrentIssue;
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bool m_bHasBeenIssued[COUNT_OCCLUSION_QUERY_STACK];
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OcclusionQueryObject_t(void)
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{
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for ( int i = 0; i < COUNT_OCCLUSION_QUERY_STACK; i++ )
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{
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m_QueryHandle[i] = INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE;
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m_bHasBeenIssued[i] = false;
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}
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m_LastResult = -1;
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m_nFrameIssued = -1;
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m_nCurrentIssue = 0;
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}
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};
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// Flushes an outstanding query
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void FlushQuery( OcclusionQueryObjectHandle_t hOcclusionQuery, int nIndex );
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// Occlusion query objects
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CUtlFixedLinkedList<OcclusionQueryObject_t> m_OcclusionQueryObjects;
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CThreadFastMutex m_Mutex;
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int m_nFrameCount;
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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extern COcclusionQueryMgr *g_pOcclusionQueryMgr;
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#endif // OCCLUSIONQUERY_H
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