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OgreD3D9HardwareOcclusionQuery.cpp

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00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004     (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://ogre.sourceforge.net/
00006 
00007 Copyright © 2000-2003 The OGRE Team
00008 Also see acknowledgements in Readme.html
00009 
00010 This program is free software; you can redistribute it and/or modify it under
00011 the terms of the GNU Lesser General Public License as published by the Free Software
00012 Foundation; either version 2 of the License, or (at your option) any later
00013 version.
00014 
00015 This program is distributed in the hope that it will be useful, but WITHOUT
00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
00018 
00019 You should have received a copy of the GNU Lesser General Public License along with
00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
00022 http://www.gnu.org/copyleft/lesser.txt.
00023 -----------------------------------------------------------------------------
00024 */
00025 #include "OgreD3D9HardwareOcclusionQuery.h"
00026 #include "OgreRenderSystemCapabilities.h"
00027 #include "OgreException.h"
00028 
00029 namespace Ogre {
00030 
00031 int D3D9HardwareOcclusionQuery::m_Skip = 0;
00032 
00044 D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice ) 
00045 { 
00046     m_pD3DDevice = pD3DDevice;
00047     m_uintPixelCount = 0; 
00048     m_SkipCounter = 0;
00049     m_bHWOcclusionSupport = false;
00050 
00051     HRESULT hr = m_pD3DDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &m_pD3DQuery);
00052     if ( hr != D3D_OK ) 
00053     {
00054         //Except(hr, "D3D9HardwareOcclusionQuery couldn't create hardware occlusion query object.", 
00055         //        "D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery");
00056         m_bHWOcclusionSupport = false;
00057     }
00058     else 
00059     {
00060         m_bHWOcclusionSupport = true;
00061     }
00062 }
00063 
00064 
00068 D3D9HardwareOcclusionQuery::~D3D9HardwareOcclusionQuery() 
00069 { 
00070     SAFE_RELEASE( m_pD3DQuery ); 
00071 }
00072 
00073 //------------------------------------------------------------------
00074 // Occlusion query functions (see base class documentation for this)
00075 //--
00076 void D3D9HardwareOcclusionQuery::beginOcclusionQuery() 
00077 { 
00078     if( m_bHWOcclusionSupport )     // Make it fail silently if hardware occlusion isn't supported
00079     {
00080         if  ( m_SkipCounter ==  m_Skip ) { m_SkipCounter = 0; };        // Counter starts at 0 again at m_Skip 
00081         
00082         if ( m_SkipCounter == 0 && m_uintPixelCount != 0 )  // New or none visable objects must allways be tested but visable objects can be skiped
00083         {
00084             m_pD3DQuery->Issue(D3DISSUE_BEGIN); 
00085         }
00086     }
00087 }
00088     
00089 void D3D9HardwareOcclusionQuery::endOcclusionQuery() 
00090 { 
00091     if( m_bHWOcclusionSupport ) // Make it fail silently if hardware occlusion isn't supported
00092     {
00093         if (m_SkipCounter == 0 && m_uintPixelCount != 0 ) // New or none visable objects must allways be tested but visable objects can be skiped
00094         {
00095             m_pD3DQuery->Issue(D3DISSUE_END); 
00096         }
00097         m_SkipCounter++;                                 // The skip counter is increased 
00098     }
00099 }
00100 
00101 //------------------------------------------------------------------
00102 // This version of pullOcclusionQuery cases the DX9 API/Driver to flush all commands to the 3D card
00103 // to allow a fast result from the query, but at the cost of poorer batching of API calls to the card.
00104 // Note: OpenGL dosn't use this flag at all so the application running OpenGL won't display any different behaviour.
00105 //--
00106 bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments) 
00107 {
00108     HRESULT hr;
00109     
00110     if( m_bHWOcclusionSupport ) // Make it fail silently if hardware occlusion isn't supported
00111     {
00112         hr = m_pD3DQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), D3DGETDATA_FLUSH );
00113 
00114         if ( hr != S_OK ) 
00115             {
00116                 return false; 
00117             }
00118             else 
00119             { 
00120                 m_uintPixelCount = *NumOfFragments; 
00121                 return true; 
00122             }
00123     }
00124     else
00125     {
00126         m_uintPixelCount = 100000; // Fails quitlly if hardware occlusion is not supported - every object is visable
00127         return true;
00128     }
00129 }
00130 
00131 //------------------------------------------------------------------
00132 // This version of pullOcclusionQuery cases the DX9 API/Driver to not flush all commands to the 3D card
00133 // to allow a fast result from the query, but the batching of API calls to the card will be normal. 
00134 // But the query wont be processed until the card recives the query in the nexr batch.
00135 // Note: OpenGL dosn't use this flag at all so the application running OpenGL won't display any different behaviour.
00136 //--
00137 bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag  ) 
00138 {
00139     HRESULT hr;
00140 
00141     // TO DO: USE lockOpts= D3D9Mappings::get(options); instead of RS_OCCLUSIONQUERY enum
00142 
00143     if( m_bHWOcclusionSupport ) // Make it fail silently if hardware occlusion isn't supported
00144     {
00145     
00146         switch( flag )
00147         {
00148             case HWOCCLUSIONQUERY_FLUSH :   
00149                 hr = m_pD3DQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), D3DGETDATA_FLUSH );
00150             break;
00151 
00152             case HWOCCLUSIONQUERY_NOFLUSH : 
00153                 hr = m_pD3DQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), 0 );
00154             break;
00155         };
00156 
00157 
00158 
00159         if ( hr != S_OK ) 
00160             {
00161                 return false; 
00162             }
00163             else 
00164             { 
00165                 m_uintPixelCount = *NumOfFragments; 
00166                 return true; 
00167             }
00168     }
00169     else 
00170     {
00171         m_uintPixelCount = 100000; // Fails quitlly if hardware occlusion is not supported - every object is visable
00172         return true;
00173     }
00174 }
00175 
00176 
00177 
00178 
00179 }

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:20 2004