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192 lines
6.4 KiB
192 lines
6.4 KiB
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12 years ago
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#ifndef Magnum_SampleQuery_h
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#define Magnum_SampleQuery_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::SampleQuery
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*/
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#include "Magnum/AbstractQuery.h"
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namespace Magnum {
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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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@see @ref PrimitiveQuery, @ref TimeQuery
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@requires_gles30 %Extension @es_extension{EXT,occlusion_query_boolean} in
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OpenGL ES 2.0
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*/
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class SampleQuery: public AbstractQuery {
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public:
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/** @brief Query target */
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enum class 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 Only boolean query is available in OpenGL ES.
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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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#ifndef MAGNUM_TARGET_GLES2
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AnySamplesPassed = GL_ANY_SAMPLES_PASSED,
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#else
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AnySamplesPassed = GL_ANY_SAMPLES_PASSED_EXT,
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#endif
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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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#ifndef MAGNUM_TARGET_GLES2
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AnySamplesPassedConservative = GL_ANY_SAMPLES_PASSED_CONSERVATIVE
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#else
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AnySamplesPassedConservative = GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT
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#endif
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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_gl30 %Extension @extension{NV,conditional_render}
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* @requires_gl Conditional rendering is not available in OpenGL ES.
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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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explicit SampleQuery() {}
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/** @copydoc PrimitiveQuery::begin() */
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void begin(Target target) {
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AbstractQuery::begin(GLenum(target));
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}
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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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* @requires_gl Conditional rendering is not available in OpenGL ES.
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*/
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void beginConditionalRender(ConditionalRenderMode mode) {
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glBeginConditionalRender(id(), 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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* @requires_gl Conditional rendering is not available in OpenGL ES.
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*/
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void endConditionalRender() {
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glEndConditionalRender();
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}
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#endif
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/* Overloads to remove WTF-factor from method chaining order */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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SampleQuery& setLabel(const std::string& label) {
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AbstractQuery::setLabel(label);
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return *this;
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}
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template<std::size_t size> SampleQuery& setLabel(const char(&label)[size]) {
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AbstractQuery::setLabel<size>(label);
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return *this;
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}
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#endif
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};
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}
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#endif
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