#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/colortab.h"
+#include "main/condrender.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/fbobject.h"
#define META_VIEWPORT 0x4000
#define META_CLAMP_FRAGMENT_COLOR 0x8000
#define META_CLAMP_VERTEX_COLOR 0x10000
+#define META_CONDITIONAL_RENDER 0x20000
/*@}*/
/** META_CLAMP_VERTEX_COLOR */
GLenum ClampVertexColor;
+ /** META_CONDITIONAL_RENDER */
+ struct gl_query_object *CondRenderQuery;
+ GLenum CondRenderMode;
+
/** Miscellaneous (always disabled) */
GLboolean Lighting;
};
_mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
}
+ if (state & META_CONDITIONAL_RENDER) {
+ save->CondRenderQuery = ctx->Query.CondRenderQuery;
+ save->CondRenderMode = ctx->Query.CondRenderMode;
+
+ if (ctx->Query.CondRenderQuery)
+ _mesa_EndConditionalRender();
+ }
+
/* misc */
{
save->Lighting = ctx->Light.Enabled;
_mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
}
+ if (state & META_CONDITIONAL_RENDER) {
+ if (save->CondRenderQuery)
+ _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
+ save->CondRenderMode);
+ }
+
/* misc */
if (save->Lighting) {
_mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
};
struct vertex verts[4];
/* save all state but scissor, pixel pack/unpack */
- GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE;
+ GLbitfield metaSave = (META_ALL -
+ META_SCISSOR -
+ META_PIXEL_STORE -
+ META_CONDITIONAL_RENDER);
const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
if (buffers & BUFFER_BITS_COLOR) {