gallium/docs: Update for timer queries.
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@@ -200,9 +200,16 @@ returned). Otherwise, if the ``wait`` parameter is FALSE, the call
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will not block and the return value will be TRUE if the query has
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will not block and the return value will be TRUE if the query has
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completed or FALSE otherwise.
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completed or FALSE otherwise.
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A common type of query is the occlusion query which counts the number of
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The most common type of query is the occlusion query,
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fragments/pixels which are written to the framebuffer (and not culled by
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``PIPE_QUERY_OCCLUSION_COUNTER``, which counts the number of fragments which
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Z/stencil/alpha testing or shader KILL instructions).
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are written to the framebuffer without being culled by
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:ref:`Depth, Stencil, & Alpha` testing or shader KILL instructions.
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Another type of query, ``PIPE_QUERY_TIME_ELAPSED``, returns the amount of
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time, in milliseconds, the context takes to perform operations.
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Gallium does not guarantee the availability of any query types; one must
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always check the capabilities of the :ref:`Screen` first.
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Conditional Rendering
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Conditional Rendering
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@@ -1,3 +1,5 @@
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.. _screen:
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Screen
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Screen
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======
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======
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@@ -33,6 +35,7 @@ The integer capabilities:
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* ``MAX_RENDER_TARGETS``: The maximum number of render targets that may be
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* ``MAX_RENDER_TARGETS``: The maximum number of render targets that may be
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bound.
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bound.
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* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
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* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
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* ``TIMER_QUERY``: Whether timer queries are available.
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* ``TEXTURE_SHADOW_MAP``: XXX
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* ``TEXTURE_SHADOW_MAP``: XXX
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* ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available
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* ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available
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for a 2D texture.
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for a 2D texture.
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