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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the next
14  * paragraph) shall be included in all copies or substantial portions of the
15  * Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
23  * DEALINGS IN THE SOFTWARE.
24  */
25 
26 /**
27  * \file condrender.c
28  * Conditional rendering functions
29  *
30  * \author Brian Paul
31  */
32 
33 #include "glheader.h"
34 #include "condrender.h"
35 #include "enums.h"
36 #include "mtypes.h"
37 #include "queryobj.h"
38 
39 
40 void GLAPIENTRY
_mesa_BeginConditionalRender(GLuint queryId,GLenum mode)41 _mesa_BeginConditionalRender(GLuint queryId, GLenum mode)
42 {
43    struct gl_query_object *q = NULL;
44    GET_CURRENT_CONTEXT(ctx);
45 
46    /* Section 2.14 (Conditional Rendering) of the OpenGL 3.0 spec says:
47     *
48     *     "If BeginConditionalRender is called while conditional rendering is
49     *     in progress, or if EndConditionalRender is called while conditional
50     *     rendering is not in progress, the error INVALID_OPERATION is
51     *     generated."
52     */
53    if (!ctx->Extensions.NV_conditional_render || ctx->Query.CondRenderQuery) {
54       _mesa_error(ctx, GL_INVALID_OPERATION, "glBeginConditionalRender()");
55       return;
56    }
57 
58    assert(ctx->Query.CondRenderMode == GL_NONE);
59 
60    /* Section 2.14 (Conditional Rendering) of the OpenGL 3.0 spec says:
61     *
62     *     "The error INVALID_VALUE is generated if <id> is not the name of an
63     *     existing query object query."
64     */
65    if (queryId != 0)
66       q = _mesa_lookup_query_object(ctx, queryId);
67 
68    if (!q) {
69       _mesa_error(ctx, GL_INVALID_VALUE,
70                   "glBeginConditionalRender(bad queryId=%u)", queryId);
71       return;
72    }
73    assert(q->Id == queryId);
74 
75    switch (mode) {
76    case GL_QUERY_WAIT:
77    case GL_QUERY_NO_WAIT:
78    case GL_QUERY_BY_REGION_WAIT:
79    case GL_QUERY_BY_REGION_NO_WAIT:
80       break; /* OK */
81    case GL_QUERY_WAIT_INVERTED:
82    case GL_QUERY_NO_WAIT_INVERTED:
83    case GL_QUERY_BY_REGION_WAIT_INVERTED:
84    case GL_QUERY_BY_REGION_NO_WAIT_INVERTED:
85       if (ctx->Extensions.ARB_conditional_render_inverted)
86          break; /* OK */
87       /* fallthrough - invalid */
88    default:
89       _mesa_error(ctx, GL_INVALID_ENUM, "glBeginConditionalRender(mode=%s)",
90                   _mesa_enum_to_string(mode));
91       return;
92    }
93 
94    /* Section 2.14 (Conditional Rendering) of the OpenGL 3.0 spec says:
95     *
96     *     "The error INVALID_OPERATION is generated if <id> is the name of a
97     *     query object with a target other than SAMPLES_PASSED, or <id> is the
98     *     name of a query currently in progress."
99     */
100    if ((q->Target != GL_SAMPLES_PASSED &&
101         q->Target != GL_ANY_SAMPLES_PASSED &&
102         q->Target != GL_ANY_SAMPLES_PASSED_CONSERVATIVE) || q->Active) {
103       _mesa_error(ctx, GL_INVALID_OPERATION, "glBeginConditionalRender()");
104       return;
105    }
106 
107    ctx->Query.CondRenderQuery = q;
108    ctx->Query.CondRenderMode = mode;
109 
110    if (ctx->Driver.BeginConditionalRender)
111       ctx->Driver.BeginConditionalRender(ctx, q, mode);
112 }
113 
114 
115 void APIENTRY
_mesa_EndConditionalRender(void)116 _mesa_EndConditionalRender(void)
117 {
118    GET_CURRENT_CONTEXT(ctx);
119 
120    FLUSH_VERTICES(ctx, 0x0);
121 
122    if (!ctx->Extensions.NV_conditional_render || !ctx->Query.CondRenderQuery) {
123       _mesa_error(ctx, GL_INVALID_OPERATION, "glEndConditionalRender()");
124       return;
125    }
126 
127    if (ctx->Driver.EndConditionalRender)
128       ctx->Driver.EndConditionalRender(ctx, ctx->Query.CondRenderQuery);
129 
130    ctx->Query.CondRenderQuery = NULL;
131    ctx->Query.CondRenderMode = GL_NONE;
132 }
133 
134 
135 /**
136  * This function is called by software rendering commands (all point,
137  * line triangle drawing, glClear, glDrawPixels, glCopyPixels, and
138  * glBitmap, glBlitFramebuffer) to determine if subsequent drawing
139  * commands should be
140  * executed or discarded depending on the current conditional
141  * rendering state.  Ideally, this check would be implemented by the
142  * GPU when doing hardware rendering.  XXX should this function be
143  * called via a new driver hook?
144  *
145  * \return GL_TRUE if we should render, GL_FALSE if we should discard
146  */
147 GLboolean
_mesa_check_conditional_render(struct gl_context * ctx)148 _mesa_check_conditional_render(struct gl_context *ctx)
149 {
150    struct gl_query_object *q = ctx->Query.CondRenderQuery;
151 
152    if (!q) {
153       /* no query in progress - draw normally */
154       return GL_TRUE;
155    }
156 
157    switch (ctx->Query.CondRenderMode) {
158    case GL_QUERY_BY_REGION_WAIT:
159       /* fall-through */
160    case GL_QUERY_WAIT:
161       if (!q->Ready) {
162          ctx->Driver.WaitQuery(ctx, q);
163       }
164       return q->Result > 0;
165    case GL_QUERY_BY_REGION_WAIT_INVERTED:
166       /* fall-through */
167    case GL_QUERY_WAIT_INVERTED:
168       if (!q->Ready) {
169          ctx->Driver.WaitQuery(ctx, q);
170       }
171       return q->Result == 0;
172    case GL_QUERY_BY_REGION_NO_WAIT:
173       /* fall-through */
174    case GL_QUERY_NO_WAIT:
175       if (!q->Ready)
176          ctx->Driver.CheckQuery(ctx, q);
177       return q->Ready ? (q->Result > 0) : GL_TRUE;
178    case GL_QUERY_BY_REGION_NO_WAIT_INVERTED:
179       /* fall-through */
180    case GL_QUERY_NO_WAIT_INVERTED:
181       if (!q->Ready)
182          ctx->Driver.CheckQuery(ctx, q);
183       return q->Ready ? (q->Result == 0) : GL_TRUE;
184    default:
185       _mesa_problem(ctx, "Bad cond render mode %s in "
186                     " _mesa_check_conditional_render()",
187                     _mesa_enum_to_string(ctx->Query.CondRenderMode));
188       return GL_TRUE;
189    }
190 }
191