1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker *
6*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker *
13*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next
14*61046927SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the
15*61046927SAndroid Build Coastguard Worker * Software.
16*61046927SAndroid Build Coastguard Worker *
17*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
23*61046927SAndroid Build Coastguard Worker * DEALINGS IN THE SOFTWARE.
24*61046927SAndroid Build Coastguard Worker */
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker /**
27*61046927SAndroid Build Coastguard Worker * \file condrender.c
28*61046927SAndroid Build Coastguard Worker * Conditional rendering functions
29*61046927SAndroid Build Coastguard Worker *
30*61046927SAndroid Build Coastguard Worker * \author Brian Paul
31*61046927SAndroid Build Coastguard Worker */
32*61046927SAndroid Build Coastguard Worker
33*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
34*61046927SAndroid Build Coastguard Worker #include "condrender.h"
35*61046927SAndroid Build Coastguard Worker #include "enums.h"
36*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
37*61046927SAndroid Build Coastguard Worker #include "queryobj.h"
38*61046927SAndroid Build Coastguard Worker
39*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
40*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_bitmap.h"
41*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_context.h"
42*61046927SAndroid Build Coastguard Worker
43*61046927SAndroid Build Coastguard Worker static void
BeginConditionalRender(struct gl_context * ctx,struct gl_query_object * q,GLenum mode)44*61046927SAndroid Build Coastguard Worker BeginConditionalRender(struct gl_context *ctx, struct gl_query_object *q,
45*61046927SAndroid Build Coastguard Worker GLenum mode)
46*61046927SAndroid Build Coastguard Worker {
47*61046927SAndroid Build Coastguard Worker struct st_context *st = st_context(ctx);
48*61046927SAndroid Build Coastguard Worker uint m;
49*61046927SAndroid Build Coastguard Worker /* Don't invert the condition for rendering by default */
50*61046927SAndroid Build Coastguard Worker bool inverted = false;
51*61046927SAndroid Build Coastguard Worker
52*61046927SAndroid Build Coastguard Worker st_flush_bitmap_cache(st);
53*61046927SAndroid Build Coastguard Worker
54*61046927SAndroid Build Coastguard Worker switch (mode) {
55*61046927SAndroid Build Coastguard Worker case GL_QUERY_WAIT:
56*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_WAIT;
57*61046927SAndroid Build Coastguard Worker break;
58*61046927SAndroid Build Coastguard Worker case GL_QUERY_NO_WAIT:
59*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_NO_WAIT;
60*61046927SAndroid Build Coastguard Worker break;
61*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_WAIT:
62*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_BY_REGION_WAIT;
63*61046927SAndroid Build Coastguard Worker break;
64*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_NO_WAIT:
65*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_BY_REGION_NO_WAIT;
66*61046927SAndroid Build Coastguard Worker break;
67*61046927SAndroid Build Coastguard Worker case GL_QUERY_WAIT_INVERTED:
68*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_WAIT;
69*61046927SAndroid Build Coastguard Worker inverted = true;
70*61046927SAndroid Build Coastguard Worker break;
71*61046927SAndroid Build Coastguard Worker case GL_QUERY_NO_WAIT_INVERTED:
72*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_NO_WAIT;
73*61046927SAndroid Build Coastguard Worker inverted = true;
74*61046927SAndroid Build Coastguard Worker break;
75*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_WAIT_INVERTED:
76*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_BY_REGION_WAIT;
77*61046927SAndroid Build Coastguard Worker inverted = true;
78*61046927SAndroid Build Coastguard Worker break;
79*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_NO_WAIT_INVERTED:
80*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_BY_REGION_NO_WAIT;
81*61046927SAndroid Build Coastguard Worker inverted = true;
82*61046927SAndroid Build Coastguard Worker break;
83*61046927SAndroid Build Coastguard Worker default:
84*61046927SAndroid Build Coastguard Worker assert(0 && "bad mode in st_BeginConditionalRender");
85*61046927SAndroid Build Coastguard Worker m = PIPE_RENDER_COND_WAIT;
86*61046927SAndroid Build Coastguard Worker }
87*61046927SAndroid Build Coastguard Worker
88*61046927SAndroid Build Coastguard Worker cso_set_render_condition(st->cso_context, q->pq, inverted, m);
89*61046927SAndroid Build Coastguard Worker }
90*61046927SAndroid Build Coastguard Worker
91*61046927SAndroid Build Coastguard Worker static void
EndConditionalRender(struct gl_context * ctx,struct gl_query_object * q)92*61046927SAndroid Build Coastguard Worker EndConditionalRender(struct gl_context *ctx, struct gl_query_object *q)
93*61046927SAndroid Build Coastguard Worker {
94*61046927SAndroid Build Coastguard Worker struct st_context *st = st_context(ctx);
95*61046927SAndroid Build Coastguard Worker (void) q;
96*61046927SAndroid Build Coastguard Worker
97*61046927SAndroid Build Coastguard Worker st_flush_bitmap_cache(st);
98*61046927SAndroid Build Coastguard Worker
99*61046927SAndroid Build Coastguard Worker cso_set_render_condition(st->cso_context, NULL, false, 0);
100*61046927SAndroid Build Coastguard Worker }
101*61046927SAndroid Build Coastguard Worker
102*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
begin_conditional_render(struct gl_context * ctx,GLuint queryId,GLenum mode,bool no_error)103*61046927SAndroid Build Coastguard Worker begin_conditional_render(struct gl_context *ctx, GLuint queryId, GLenum mode,
104*61046927SAndroid Build Coastguard Worker bool no_error)
105*61046927SAndroid Build Coastguard Worker {
106*61046927SAndroid Build Coastguard Worker struct gl_query_object *q = NULL;
107*61046927SAndroid Build Coastguard Worker
108*61046927SAndroid Build Coastguard Worker assert(ctx->Query.CondRenderMode == GL_NONE);
109*61046927SAndroid Build Coastguard Worker
110*61046927SAndroid Build Coastguard Worker if (queryId != 0)
111*61046927SAndroid Build Coastguard Worker q = _mesa_lookup_query_object(ctx, queryId);
112*61046927SAndroid Build Coastguard Worker
113*61046927SAndroid Build Coastguard Worker if (!no_error) {
114*61046927SAndroid Build Coastguard Worker /* Section 2.14 (Conditional Rendering) of the OpenGL 3.0 spec says:
115*61046927SAndroid Build Coastguard Worker *
116*61046927SAndroid Build Coastguard Worker * "The error INVALID_VALUE is generated if <id> is not the name of an
117*61046927SAndroid Build Coastguard Worker * existing query object query."
118*61046927SAndroid Build Coastguard Worker */
119*61046927SAndroid Build Coastguard Worker if (!q) {
120*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
121*61046927SAndroid Build Coastguard Worker "glBeginConditionalRender(bad queryId=%u)", queryId);
122*61046927SAndroid Build Coastguard Worker return;
123*61046927SAndroid Build Coastguard Worker }
124*61046927SAndroid Build Coastguard Worker assert(q->Id == queryId);
125*61046927SAndroid Build Coastguard Worker
126*61046927SAndroid Build Coastguard Worker switch (mode) {
127*61046927SAndroid Build Coastguard Worker case GL_QUERY_WAIT:
128*61046927SAndroid Build Coastguard Worker case GL_QUERY_NO_WAIT:
129*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_WAIT:
130*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_NO_WAIT:
131*61046927SAndroid Build Coastguard Worker break; /* OK */
132*61046927SAndroid Build Coastguard Worker case GL_QUERY_WAIT_INVERTED:
133*61046927SAndroid Build Coastguard Worker case GL_QUERY_NO_WAIT_INVERTED:
134*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_WAIT_INVERTED:
135*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_NO_WAIT_INVERTED:
136*61046927SAndroid Build Coastguard Worker if (ctx->Extensions.ARB_conditional_render_inverted)
137*61046927SAndroid Build Coastguard Worker break; /* OK */
138*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
139*61046927SAndroid Build Coastguard Worker default:
140*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_ENUM, "glBeginConditionalRender(mode=%s)",
141*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(mode));
142*61046927SAndroid Build Coastguard Worker return;
143*61046927SAndroid Build Coastguard Worker }
144*61046927SAndroid Build Coastguard Worker
145*61046927SAndroid Build Coastguard Worker /* Section 2.14 (Conditional Rendering) of the OpenGL 3.0 spec says:
146*61046927SAndroid Build Coastguard Worker *
147*61046927SAndroid Build Coastguard Worker * "The error INVALID_OPERATION is generated if <id> is the name of a
148*61046927SAndroid Build Coastguard Worker * query object with a target other than SAMPLES_PASSED, or <id> is
149*61046927SAndroid Build Coastguard Worker * the name of a query currently in progress."
150*61046927SAndroid Build Coastguard Worker */
151*61046927SAndroid Build Coastguard Worker if ((q->Target != GL_SAMPLES_PASSED &&
152*61046927SAndroid Build Coastguard Worker q->Target != GL_ANY_SAMPLES_PASSED &&
153*61046927SAndroid Build Coastguard Worker q->Target != GL_ANY_SAMPLES_PASSED_CONSERVATIVE &&
154*61046927SAndroid Build Coastguard Worker q->Target != GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB &&
155*61046927SAndroid Build Coastguard Worker q->Target != GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB) || q->Active) {
156*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "glBeginConditionalRender()");
157*61046927SAndroid Build Coastguard Worker return;
158*61046927SAndroid Build Coastguard Worker }
159*61046927SAndroid Build Coastguard Worker }
160*61046927SAndroid Build Coastguard Worker
161*61046927SAndroid Build Coastguard Worker ctx->Query.CondRenderQuery = q;
162*61046927SAndroid Build Coastguard Worker ctx->Query.CondRenderMode = mode;
163*61046927SAndroid Build Coastguard Worker
164*61046927SAndroid Build Coastguard Worker BeginConditionalRender(ctx, q, mode);
165*61046927SAndroid Build Coastguard Worker }
166*61046927SAndroid Build Coastguard Worker
167*61046927SAndroid Build Coastguard Worker
168*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BeginConditionalRender_no_error(GLuint queryId,GLenum mode)169*61046927SAndroid Build Coastguard Worker _mesa_BeginConditionalRender_no_error(GLuint queryId, GLenum mode)
170*61046927SAndroid Build Coastguard Worker {
171*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
172*61046927SAndroid Build Coastguard Worker begin_conditional_render(ctx, queryId, mode, true);
173*61046927SAndroid Build Coastguard Worker }
174*61046927SAndroid Build Coastguard Worker
175*61046927SAndroid Build Coastguard Worker
176*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_BeginConditionalRender(GLuint queryId,GLenum mode)177*61046927SAndroid Build Coastguard Worker _mesa_BeginConditionalRender(GLuint queryId, GLenum mode)
178*61046927SAndroid Build Coastguard Worker {
179*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
180*61046927SAndroid Build Coastguard Worker
181*61046927SAndroid Build Coastguard Worker /* Section 2.14 (Conditional Rendering) of the OpenGL 3.0 spec says:
182*61046927SAndroid Build Coastguard Worker *
183*61046927SAndroid Build Coastguard Worker * "If BeginConditionalRender is called while conditional rendering is
184*61046927SAndroid Build Coastguard Worker * in progress, or if EndConditionalRender is called while conditional
185*61046927SAndroid Build Coastguard Worker * rendering is not in progress, the error INVALID_OPERATION is
186*61046927SAndroid Build Coastguard Worker * generated."
187*61046927SAndroid Build Coastguard Worker */
188*61046927SAndroid Build Coastguard Worker if (!ctx->Extensions.NV_conditional_render || ctx->Query.CondRenderQuery) {
189*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "glBeginConditionalRender()");
190*61046927SAndroid Build Coastguard Worker return;
191*61046927SAndroid Build Coastguard Worker }
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker begin_conditional_render(ctx, queryId, mode, false);
194*61046927SAndroid Build Coastguard Worker }
195*61046927SAndroid Build Coastguard Worker
196*61046927SAndroid Build Coastguard Worker
197*61046927SAndroid Build Coastguard Worker static void
end_conditional_render(struct gl_context * ctx)198*61046927SAndroid Build Coastguard Worker end_conditional_render(struct gl_context *ctx)
199*61046927SAndroid Build Coastguard Worker {
200*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
201*61046927SAndroid Build Coastguard Worker
202*61046927SAndroid Build Coastguard Worker EndConditionalRender(ctx, ctx->Query.CondRenderQuery);
203*61046927SAndroid Build Coastguard Worker
204*61046927SAndroid Build Coastguard Worker ctx->Query.CondRenderQuery = NULL;
205*61046927SAndroid Build Coastguard Worker ctx->Query.CondRenderMode = GL_NONE;
206*61046927SAndroid Build Coastguard Worker }
207*61046927SAndroid Build Coastguard Worker
208*61046927SAndroid Build Coastguard Worker
209*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_EndConditionalRender_no_error(void)210*61046927SAndroid Build Coastguard Worker _mesa_EndConditionalRender_no_error(void)
211*61046927SAndroid Build Coastguard Worker {
212*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
213*61046927SAndroid Build Coastguard Worker end_conditional_render(ctx);
214*61046927SAndroid Build Coastguard Worker }
215*61046927SAndroid Build Coastguard Worker
216*61046927SAndroid Build Coastguard Worker
217*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_EndConditionalRender(void)218*61046927SAndroid Build Coastguard Worker _mesa_EndConditionalRender(void)
219*61046927SAndroid Build Coastguard Worker {
220*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker if (!ctx->Extensions.NV_conditional_render || !ctx->Query.CondRenderQuery) {
223*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION, "glEndConditionalRender()");
224*61046927SAndroid Build Coastguard Worker return;
225*61046927SAndroid Build Coastguard Worker }
226*61046927SAndroid Build Coastguard Worker
227*61046927SAndroid Build Coastguard Worker end_conditional_render(ctx);
228*61046927SAndroid Build Coastguard Worker }
229*61046927SAndroid Build Coastguard Worker
230*61046927SAndroid Build Coastguard Worker
231*61046927SAndroid Build Coastguard Worker /**
232*61046927SAndroid Build Coastguard Worker * This function is called by software rendering commands (all point,
233*61046927SAndroid Build Coastguard Worker * line triangle drawing, glClear, glDrawPixels, glCopyPixels, and
234*61046927SAndroid Build Coastguard Worker * glBitmap, glBlitFramebuffer) to determine if subsequent drawing
235*61046927SAndroid Build Coastguard Worker * commands should be
236*61046927SAndroid Build Coastguard Worker * executed or discarded depending on the current conditional
237*61046927SAndroid Build Coastguard Worker * rendering state. Ideally, this check would be implemented by the
238*61046927SAndroid Build Coastguard Worker * GPU when doing hardware rendering. XXX should this function be
239*61046927SAndroid Build Coastguard Worker * called via a new driver hook?
240*61046927SAndroid Build Coastguard Worker *
241*61046927SAndroid Build Coastguard Worker * \return GL_TRUE if we should render, GL_FALSE if we should discard
242*61046927SAndroid Build Coastguard Worker */
243*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_check_conditional_render(struct gl_context * ctx)244*61046927SAndroid Build Coastguard Worker _mesa_check_conditional_render(struct gl_context *ctx)
245*61046927SAndroid Build Coastguard Worker {
246*61046927SAndroid Build Coastguard Worker struct gl_query_object *q = ctx->Query.CondRenderQuery;
247*61046927SAndroid Build Coastguard Worker
248*61046927SAndroid Build Coastguard Worker if (!q) {
249*61046927SAndroid Build Coastguard Worker /* no query in progress - draw normally */
250*61046927SAndroid Build Coastguard Worker return GL_TRUE;
251*61046927SAndroid Build Coastguard Worker }
252*61046927SAndroid Build Coastguard Worker
253*61046927SAndroid Build Coastguard Worker switch (ctx->Query.CondRenderMode) {
254*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_WAIT:
255*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
256*61046927SAndroid Build Coastguard Worker case GL_QUERY_WAIT:
257*61046927SAndroid Build Coastguard Worker if (!q->Ready) {
258*61046927SAndroid Build Coastguard Worker _mesa_wait_query(ctx, q);
259*61046927SAndroid Build Coastguard Worker }
260*61046927SAndroid Build Coastguard Worker return q->Result > 0;
261*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_WAIT_INVERTED:
262*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
263*61046927SAndroid Build Coastguard Worker case GL_QUERY_WAIT_INVERTED:
264*61046927SAndroid Build Coastguard Worker if (!q->Ready) {
265*61046927SAndroid Build Coastguard Worker _mesa_wait_query(ctx, q);
266*61046927SAndroid Build Coastguard Worker }
267*61046927SAndroid Build Coastguard Worker return q->Result == 0;
268*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_NO_WAIT:
269*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
270*61046927SAndroid Build Coastguard Worker case GL_QUERY_NO_WAIT:
271*61046927SAndroid Build Coastguard Worker if (!q->Ready)
272*61046927SAndroid Build Coastguard Worker _mesa_check_query(ctx, q);
273*61046927SAndroid Build Coastguard Worker return q->Ready ? (q->Result > 0) : GL_TRUE;
274*61046927SAndroid Build Coastguard Worker case GL_QUERY_BY_REGION_NO_WAIT_INVERTED:
275*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
276*61046927SAndroid Build Coastguard Worker case GL_QUERY_NO_WAIT_INVERTED:
277*61046927SAndroid Build Coastguard Worker if (!q->Ready)
278*61046927SAndroid Build Coastguard Worker _mesa_check_query(ctx, q);
279*61046927SAndroid Build Coastguard Worker return q->Ready ? (q->Result == 0) : GL_TRUE;
280*61046927SAndroid Build Coastguard Worker default:
281*61046927SAndroid Build Coastguard Worker _mesa_problem(ctx, "Bad cond render mode %s in "
282*61046927SAndroid Build Coastguard Worker " _mesa_check_conditional_render()",
283*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(ctx->Query.CondRenderMode));
284*61046927SAndroid Build Coastguard Worker return GL_TRUE;
285*61046927SAndroid Build Coastguard Worker }
286*61046927SAndroid Build Coastguard Worker }
287