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authorBrian <brian.paul@tungstengraphics.com>2007-09-11 16:01:17 -0600
committerBrian <brian.paul@tungstengraphics.com>2007-09-11 16:01:17 -0600
commit09fbb3837b6aa5dfc6c94f41ab5443820177c569 (patch)
tree760ff57ac6a5fc503c41e9eb783fb82cb5a428e6 /src/mesa/main/mtypes.h
parent5620d66e362acff99dbc748feec1da1e0f997288 (diff)
Implement query object interface.
This replaces the temporary occlusion counter functions we had before. Added new ctx->Driver.WaitQuery() function which should block until the result is ready. Sketch out some code for vertex transformation feedback counters.
Diffstat (limited to 'src/mesa/main/mtypes.h')
-rw-r--r--src/mesa/main/mtypes.h9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 0a64e0c58c..514170dbcf 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2085,10 +2085,11 @@ struct gl_ati_fragment_shader_state
*/
struct gl_query_object
{
- GLuint Id;
- GLuint64EXT Result; /* the counter */
- GLboolean Active; /* inside Begin/EndQuery */
- GLboolean Ready; /* result is ready */
+ GLenum Target; /**< The query target, when active */
+ GLuint Id; /**< hash table ID/name */
+ GLuint64EXT Result; /**< the counter */
+ GLboolean Active; /**< inside Begin/EndQuery */
+ GLboolean Ready; /**< result is ready? */
};