<div class="gmail_quote">On Fri Nov 21 2014 at 10:51:59 PM Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br>
No, but it seems like my proposed code above handles all the<br>
situations... if it's in the Building state (aka 'RUNNING'), then it<br>
just executes end_query. If it's in any other state (i.e. FRESH,<br>
ENDED, or FLUSHED) it will start a query anew and flip back to the<br>
ENDED state (which roughly corresponds to Issued). I guess<br>
FRESH/FLUSHED correspond to 'Signaled', although ENDED can mean<br>
'Signaled' as well since nothing changes the state if<br>
pipe->get_query_results succeeds.<br>
<br></blockquote><div>Maybe you are right.</div><div>I'm trying to run this code, but unfortunately I am currently unable to run wine on the only game I had this issue with.. I'm guessing it's server related.</div><div>I'll get back to you once I have some results. </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
BTW, please note that I know exceedingly little about the d3d9 api --<br>
I'm just going by the msdn page you linked to + knowledge of gallium.<br>
I could well have misunderstood something.<br>
<br></blockquote><div>Little knowledge about d3d9 is already more than I have so I'll still take your advice over my guesses for now. </div></div>