*/
if (pq->fence) {
if (!lp_fence_issued(pq->fence))
- llvmpipe_flush(pipe, 0, NULL, __FUNCTION__);
+ llvmpipe_flush(pipe, NULL, __FUNCTION__);
if (!lp_fence_signalled(pq->fence))
lp_fence_wait(pq->fence);
llvmpipe_get_query_result(struct pipe_context *pipe,
struct pipe_query *q,
boolean wait,
- void *vresult)
+ union pipe_query_result *vresult)
{
struct llvmpipe_query *pq = llvmpipe_query(q);
uint64_t *result = (uint64_t *)vresult;
int i;
if (!pq->fence) {
- assert(0); /* query not in issued state */
- return FALSE;
+ /* no fence because there was no scene, so results is zero */
+ *result = 0;
+ return TRUE;
}
if (!lp_fence_signalled(pq->fence)) {
if (!lp_fence_issued(pq->fence))
- llvmpipe_flush(pipe, 0, NULL, __FUNCTION__);
+ llvmpipe_flush(pipe, NULL, __FUNCTION__);
if (!wait)
return FALSE;
struct llvmpipe_context *llvmpipe = llvmpipe_context( pipe );
struct llvmpipe_query *pq = llvmpipe_query(q);
+ /* Check if the query is already in the scene. If so, we need to
+ * flush the scene now. Real apps shouldn't re-use a query in a
+ * frame of rendering.
+ */
+ if (pq->fence && !lp_fence_issued(pq->fence)) {
+ llvmpipe_finish(pipe, __FUNCTION__);
+ }
+
+
+ memset(pq->count, 0, sizeof(pq->count));
lp_setup_begin_query(llvmpipe->setup, pq);
llvmpipe->active_query_count++;
llvmpipe->dirty |= LP_NEW_QUERY;
}
+boolean
+llvmpipe_check_render_cond(struct llvmpipe_context *lp)
+{
+ struct pipe_context *pipe = &lp->pipe;
+ boolean b, wait;
+ uint64_t result;
+
+ if (!lp->render_cond_query)
+ return TRUE; /* no query predicate, draw normally */
+ wait = (lp->render_cond_mode == PIPE_RENDER_COND_WAIT ||
+ lp->render_cond_mode == PIPE_RENDER_COND_BY_REGION_WAIT);
+
+ b = pipe->get_query_result(pipe, lp->render_cond_query, wait, (void*)&result);
+ if (b)
+ return result > 0;
+ else
+ return TRUE;
+}
void llvmpipe_init_query_funcs(struct llvmpipe_context *llvmpipe )
{