gallium/docs: Update for timer queries.

This commit is contained in:
Corbin Simpson
2010-05-17 12:00:59 -07:00
parent cdbd5f4203
commit f1cf6b0d37
2 changed files with 13 additions and 3 deletions

View File

@@ -200,9 +200,16 @@ returned). Otherwise, if the ``wait`` parameter is FALSE, the call
will not block and the return value will be TRUE if the query has
completed or FALSE otherwise.
A common type of query is the occlusion query which counts the number of
fragments/pixels which are written to the framebuffer (and not culled by
Z/stencil/alpha testing or shader KILL instructions).
The most common type of query is the occlusion query,
``PIPE_QUERY_OCCLUSION_COUNTER``, which counts the number of fragments which
are written to the framebuffer without being culled by
:ref:`Depth, Stencil, & Alpha` testing or shader KILL instructions.
Another type of query, ``PIPE_QUERY_TIME_ELAPSED``, returns the amount of
time, in milliseconds, the context takes to perform operations.
Gallium does not guarantee the availability of any query types; one must
always check the capabilities of the :ref:`Screen` first.
Conditional Rendering

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@@ -1,3 +1,5 @@
.. _screen:
Screen
======
@@ -33,6 +35,7 @@ The integer capabilities:
* ``MAX_RENDER_TARGETS``: The maximum number of render targets that may be
bound.
* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
* ``TIMER_QUERY``: Whether timer queries are available.
* ``TEXTURE_SHADOW_MAP``: XXX
* ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available
for a 2D texture.