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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//
#ifndef _NVWAVEWORKS_GFX_TIMER_IMPL_H
#define _NVWAVEWORKS_GFX_TIMER_IMPL_H
class GFSDK_WaveWorks_GFX_DisjointQuery_Pool_Impl;
class GFSDK_WaveWorks_GFX_TimerQuery_Pool_Impl;
class NVWaveWorks_GFX_Timer_Impl
{
public:
NVWaveWorks_GFX_Timer_Impl();
~NVWaveWorks_GFX_Timer_Impl();
HRESULT initD3D11(ID3D11Device* pD3DDevice);
HRESULT initGnm();
HRESULT initGL2(void* pGLContext);
// Timer queries wrapper
HRESULT issueTimerQuery(Graphics_Context* pGC, int& ix);
void releaseTimerQuery(int ix);
HRESULT waitTimerQuery(Graphics_Context* pGC, int ix, UINT64& t);
HRESULT getTimerQuery(Graphics_Context* pGC, int ix, UINT64& t);
// Pair-wise get/wait
HRESULT getTimerQueries(Graphics_Context* pGC, int ix1, int ix2, UINT64& tdiff);
HRESULT waitTimerQueries(Graphics_Context* pGC, int ix1, int ix2, UINT64& tdiff);
// Disjoint queries wrapper
HRESULT beginDisjoint(Graphics_Context* pGC);
HRESULT endDisjoint(Graphics_Context* pGC);
int getCurrentDisjointQuery();
void releaseDisjointQuery(int ix);
HRESULT waitDisjointQuery(Graphics_Context* pGC, int ix, UINT64& f);
HRESULT getDisjointQuery(Graphics_Context* pGC, int ix, UINT64& f);
enum { InvalidQueryIndex = -1 };
private:
HRESULT allocateAllResources();
void releaseAllResources();
void releaseAll();
GFSDK_WaveWorks_GFX_DisjointQuery_Pool_Impl* m_pDisjointTimersPool;
int m_CurrentDisjointTimerQuery;
GFSDK_WaveWorks_GFX_TimerQuery_Pool_Impl* m_pTimersPool;
// D3D API handling
nv_water_d3d_api m_d3dAPI;
#if WAVEWORKS_ENABLE_D3D11
struct D3D11Objects
{
ID3D11Device* m_pd3d11Device;
};
#endif
#if WAVEWORKS_ENABLE_GNM
struct GnmObjects
{
};
#endif
#if WAVEWORKS_ENABLE_GL
struct GL2Objects
{
void* m_pGLContext;
};
#endif
union
{
#if WAVEWORKS_ENABLE_D3D11
D3D11Objects _11;
#endif
#if WAVEWORKS_ENABLE_GNM
GnmObjects _gnm;
#endif
#if WAVEWORKS_ENABLE_GL
GL2Objects _GL2;
#endif
} m_d3d;
};
#endif // _NVWAVEWORKS_GFX_TIMER_IMPL_H
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