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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
     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