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#ifndef Magnum_Query_h
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#define Magnum_Query_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::AbstractQuery, Magnum::Query, Magnum::SampleQuery, Magnum::TimeQuery
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*/
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#include "Magnum.h"
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#include "magnumVisibility.h"
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namespace Magnum {
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#ifndef MAGNUM_TARGET_GLES2
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/**
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@brief Base class for queries
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See Query, SampleQuery, TimeQuery documentation for more information.
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@todo Support for AMD's query buffer (@extension{AMD,query_buffer_object})
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@requires_gles30 (no extension providing this functionality)
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*/
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class MAGNUM_EXPORT AbstractQuery {
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public:
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/**
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* @brief Constructor
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*
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* Generates one OpenGL query.
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* @see @fn_gl{GenQueries}
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*/
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inline AbstractQuery() { glGenQueries(1, &query); }
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/**
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* @brief Destructor
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*
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* Deletes assigned OpenGL query.
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* @see @fn_gl{DeleteQueries}
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*/
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virtual inline ~AbstractQuery() { glDeleteQueries(1, &query); }
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/**
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* @brief Whether the result is available
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*
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* @see @fn_gl{GetQueryObject} with @def_gl{QUERY_RESULT_AVAILABLE}
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*/
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bool resultAvailable();
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/**
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* @brief Result
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* @tparam T Result type. Can be either `bool`, `GLuint`,
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* `GLint`, `GLuint64` or `GLint64`.
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*
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* Note that this function is blocking until the result is available.
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* See resultAvailable().
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* @see @fn_gl{GetQueryObject} with @def_gl{QUERY_RESULT}
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* @requires_gl Result type `GLint`, `GLuint64`, `GLint64`
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* @requires_gl33 Extension @extension{ARB,timer_query} (result type `GLuint64` and `GLint64`)
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*/
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template<class T> T result();
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protected:
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GLuint query; /**< @brief OpenGL internal query ID */
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};
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#ifndef DOXYGEN_GENERATING_OUTPUT
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template<> bool MAGNUM_EXPORT AbstractQuery::result<bool>();
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template<> GLuint MAGNUM_EXPORT AbstractQuery::result<GLuint>();
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#ifndef MAGNUM_TARGET_GLES
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template<> GLint MAGNUM_EXPORT AbstractQuery::result<GLint>();
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template<> GLuint64 MAGNUM_EXPORT AbstractQuery::result<GLuint64>();
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template<> GLint64 MAGNUM_EXPORT AbstractQuery::result<GLint64>();
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#endif
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#endif
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/**
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@brief %Query for primitives and elapsed time
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Queries count of generated primitives from vertex shader, geometry shader or
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transform feedback and elapsed time. Example usage:
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@code
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Query q;
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q.begin(Query::Target::PrimitivesGenerated);
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// rendering...
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q.end();
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if(!q.resultAvailable()) {
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// do some work until to give OpenGL some time...
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}
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// ...or block until the result is available
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GLuint primitiveCount = q.result<GLuint>();
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@endcode
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@requires_gl30 Extension @extension{EXT,transform_feedback}
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@requires_gles30 (no extension providing this functionality)
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*/
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class MAGNUM_EXPORT Query: public AbstractQuery {
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public:
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/** @brief %Query target */
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enum Target: GLenum {
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Count of primitives generated from vertex shader or geometry
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* shader.
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* @requires_gl
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*/
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PrimitivesGenerated = GL_PRIMITIVES_GENERATED,
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#endif
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/** Count of primitives written to transform feedback buffer. */
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TransformFeedbackPrimitivesWritten = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
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#ifndef MAGNUM_TARGET_GLES
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,
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/**
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* Elapsed time
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* @requires_gl
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* @requires_gl33 Extension @extension{ARB,timer_query}
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*/
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TimeElapsed = GL_TIME_ELAPSED
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#endif
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};
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inline Query(): target(nullptr) {}
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inline ~Query() { delete target; }
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/**
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* @brief Begin query
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*
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* Begins counting of given @p target until end() is called.
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* @see @fn_gl{BeginQuery}
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*/
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void begin(Target target);
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/**
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* @brief End query
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*
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* The result can be then retrieved by calling result().
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* @see @fn_gl{EndQuery}
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*/
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void end();
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private:
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Target* target;
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};
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/**
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@brief %Query for samples
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Queries count of samples passed from fragment shader or boolean value
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indicating whether any samples passed. Can be used for example for conditional
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rendering:
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@code
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SampleQuery q;
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q.begin(SampleQuery::Target::AnySamplesPassed);
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// render simplified object to test whether it is visible at all...
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q.end();
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// render full version of the object only if it is visible
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if(q.result<bool>()) {
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// ...
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}
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@endcode
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This approach has some drawbacks, as the rendering is blocked until result is
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available for the CPU to decide. This can be improved by using conditional
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rendering on GPU itself. The drawing commands will be sent to the GPU and
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processed or discarded later, so CPU can continue executing the code without
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waiting for the result.
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@code
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SampleQuery q;
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q.begin(SampleQuery::Target::AnySamplesPassed);
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// render simplified object to test whether it is visible at all...
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q.end();
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q.beginConditionalRender(SampleQuery::ConditionalRenderMode::Wait);
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// render full version of the object only if the query returns nonzero result
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q.endConditionalRender();
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@endcode
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@requires_gles30 (no extension providing this functionality)
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*/
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class MAGNUM_EXPORT SampleQuery: public AbstractQuery {
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public:
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/** @brief %Query target */
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enum Target: GLenum {
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Count of samples passed from fragment shader
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* @requires_gl
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*/
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SamplesPassed = GL_SAMPLES_PASSED,
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#endif
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/**
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* Whether any samples passed from fragment shader
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* @requires_gl33 Extension @extension{ARB,occlusion_query2}
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*/
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AnySamplesPassed = GL_ANY_SAMPLES_PASSED,
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/**
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* Whether any samples passed from fragment shader (conservative)
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*
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* An implementation may choose a less precise version of the
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* test at the expense of some false positives.
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* @requires_gl43 Extension @extension{ARB,ES3_compatibility}
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*/
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AnySamplesPassedConservative = GL_ANY_SAMPLES_PASSED_CONSERVATIVE
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};
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @brief Conditional render mode
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*
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* @requires_gl
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* @requires_gl30 Extension @extension{NV,conditional_render}
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*/
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enum class ConditionalRenderMode: GLenum {
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/**
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* If query result is not yet available, waits for it and
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* then begins conditional rendering based on result value.
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*/
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Wait = GL_QUERY_WAIT,
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/**
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* If query result is not yet available, OpenGL may begin
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* rendering like if the result value was nonzero.
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*/
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NoWait = GL_QUERY_NO_WAIT,
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/**
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* The same as Wait, but regions untouched by the sample query may
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* not be rendered at all.
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*/
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ByRegionWait = GL_QUERY_BY_REGION_WAIT,
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/**
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* The same as NoWait, but regions untouched by the sample query
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* may not be rendered at all.
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*/
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ByRegionNoWait = GL_QUERY_BY_REGION_NO_WAIT
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};
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#endif
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inline SampleQuery(): target(nullptr) {}
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inline ~SampleQuery() { delete target; }
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/** @copydoc Query::begin() */
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void begin(Target target);
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/** @copydoc Query::end() */
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void end();
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @brief Begin conditional rendering based on result value
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*
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* @see @fn_gl{BeginConditionalRender}
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* @requires_gl30 Extension @extension{NV,conditional_render}
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*/
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inline void beginConditionalRender(ConditionalRenderMode mode) {
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glBeginConditionalRender(query, static_cast<GLenum>(mode));
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}
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/**
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* @brief End conditional render
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*
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* @see @fn_gl{EndConditionalRender}
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* @requires_gl30 Extension @extension{NV,conditional_render}
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*/
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inline void endConditionalRender() {
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glEndConditionalRender();
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}
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#endif
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private:
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Target* target;
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};
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#ifndef MAGNUM_TARGET_GLES
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/**
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@brief %Query for elapsed time
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Queries timestamp after all previous OpenGL calls have been processed. It is
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similar to Query::Target::TimeElapsed query, but this query just retrieves
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timestamp, not time duration between Query::begin() and Query::end() calls.
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Example usage, compared to Query::Target::TimeElapsed:
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@code
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Query q1, q2;
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q1.begin(Query::Target::TimeElapsed);
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// rendering...
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q1.end();
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q2.begin(Query::Target::TimeElapsed);
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// another rendering...
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q2.end();
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GLuint timeElapsed1 = q1.result<GLuint>();
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GLuint timeElapsed2 = q2.result<GLuint>();
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@endcode
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@code
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TimeQuery q1, q2, q3;
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q1.timestamp();
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// rendering...
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q2.timestamp();
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// another rendering...
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q3.timestamp();
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GLuint tmp = q2.result<GLuint>();
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GLuint timeElapsed1 = tmp-q1.result<GLuint>();
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GLuint timeElapsed2 = q3.result<GLuint>()-tmp;
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@endcode
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Using this query results in fewer OpenGL calls when doing more measures.
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@requires_gl
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@requires_gl33 Extension @extension{ARB,timer_query}
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*/
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class TimeQuery: public AbstractQuery {
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public:
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/**
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* @brief Query timestamp
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*
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* @see @fn_gl{QueryCounter} with @def_gl{TIMESTAMP}
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*/
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inline void timestamp() {
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glQueryCounter(query, GL_TIMESTAMP);
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}
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};
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#endif
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#endif
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}
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#endif
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