/*
* Mesa 3-D graphics library
* Version: 7.8
*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* 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. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file condrender.c
* Conditional rendering functions
*
* \author Brian Paul
*/
#include "glheader.h"
#include "condrender.h"
#include "enums.h"
#include "mtypes.h"
#include "queryobj.h"
void GLAPIENTRY
_mesa_BeginConditionalRender(GLuint queryId, GLenum mode)
{
struct gl_query_object *q;
GET_CURRENT_CONTEXT(ctx);
if (!ctx->Extensions.NV_conditional_render || ctx->Query.CondRenderQuery ||
queryId == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glBeginConditionalRender()");
return;
}
ASSERT(ctx->Query.CondRenderMode == GL_NONE);
switch (mode) {
case GL_QUERY_WAIT:
case GL_QUERY_NO_WAIT:
case GL_QUERY_BY_REGION_WAIT:
case GL_QUERY_BY_REGION_NO_WAIT:
/* OK */
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glBeginConditionalRender(mode=%s)",
_mesa_lookup_enum_by_nr(mode));
return;
}
q = _mesa_lookup_query_object(ctx, queryId);
if (!q) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glBeginConditionalRender(bad queryId=%u)", queryId);
return;
}
ASSERT(q->Id == queryId);
if (q->Target != GL_SAMPLES_PASSED || q->Active) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glBeginConditionalRender()");
return;
}
ctx->Query.CondRenderQuery = q;
ctx->Query.CondRenderMode = mode;
if (ctx->Driver.BeginConditionalRender)
ctx->Driver.BeginConditionalRender(ctx, q, mode);
}
void APIENTRY
_mesa_EndConditionalRender(void)
{
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0x0);
if (!ctx->Extensions.NV_conditional_render || !ctx->Query.CondRenderQuery) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glEndConditionalRender()");
return;
}
if (ctx->Driver.EndConditionalRender)
ctx->Driver.EndConditionalRender(ctx, ctx->Query.CondRenderQuery);
ctx->Query.CondRenderQuery = NULL;
ctx->Query.CondRenderMode = GL_NONE;
}
/**
* This function is called by software rendering commands (all point,
* line triangle drawing, glClear, glDrawPixels, glCopyPixels, and
* glBitmap, glBlitFramebuffer) to determine if subsequent drawing
* commands should be
* executed or discarded depending on the current conditional
* rendering state. Ideally, this check would be implemented by the
* GPU when doing hardware rendering. XXX should this function be
* called via a new driver hook?
*
* \return GL_TRUE if we should render, GL_FALSE if we should discard
*/
GLboolean
_mesa_check_conditional_render(struct gl_context *ctx)
{
struct gl_query_object *q = ctx->Query.CondRenderQuery;
if (!q) {
/* no query in progress - draw normally */
return GL_TRUE;
}
switch (ctx->Query.CondRenderMode) {
case GL_QUERY_BY_REGION_WAIT:
/* fall-through */
case GL_QUERY_WAIT:
if (!q->Ready) {
ctx->Driver.WaitQuery(ctx, q);
}
return q->Result > 0;
case GL_QUERY_BY_REGION_NO_WAIT:
/* fall-through */
case GL_QUERY_NO_WAIT:
if (!q->Ready)
ctx->Driver.CheckQuery(ctx, q);
return q->Ready ? (q->Result > 0) : GL_TRUE;
default:
_mesa_problem(ctx, "Bad cond render mode %s in "
" _mesa_check_conditional_render()",
_mesa_lookup_enum_by_nr(ctx->Query.CondRenderMode));
return GL_TRUE;
}
}