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 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 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 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