/*     Copyright 2015-2019 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 * 
 *     http://www.apache.org/licenses/LICENSE-2.0
 * 
 *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#include "pch.h"
#include <atlbase.h>

#include "FenceD3D11Impl.h"
#include "EngineMemory.h"

namespace Diligent
{
    
FenceD3D11Impl :: FenceD3D11Impl(IReferenceCounters*    pRefCounters,
                                 RenderDeviceD3D11Impl* pDevice,
                                 const FenceDesc&       Desc) : 
    TFenceBase(pRefCounters, pDevice, Desc)
{
}

FenceD3D11Impl :: ~FenceD3D11Impl()
{
}

Uint64 FenceD3D11Impl :: GetCompletedValue()
{
    while (!m_PendingQueries.empty())
    {
        auto& QueryData = m_PendingQueries.front();
        BOOL Data;
        auto res = QueryData.pd3d11Ctx->GetData(QueryData.pd3d11Query, &Data, sizeof(Data), D3D11_ASYNC_GETDATA_DONOTFLUSH);
        if(res == S_OK)
        {
            VERIFY_EXPR(Data == TRUE);
            if (QueryData.Value > m_LastCompletedFenceValue)
                m_LastCompletedFenceValue = QueryData.Value;
            m_PendingQueries.pop_front();
        }
        else
        {
            break;
        }
    }

    return m_LastCompletedFenceValue;
}

void FenceD3D11Impl :: Reset(Uint64 Value)
{
    DEV_CHECK_ERR(Value >= m_LastCompletedFenceValue, "Resetting fence '", m_Desc.Name, "' to the value (", Value, ") that is smaller than the last completed value (", m_LastCompletedFenceValue, ")");
    if (Value > m_LastCompletedFenceValue)
        m_LastCompletedFenceValue = Value;
}

}
