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GL_NV_occlusion_query


Name


    NV_occlusion_query

Name Strings


    GL_NV_occlusion_query

Contact


    Matt Craighead, NVIDIA Corporation (mcraighead 'at' nvidia.com)

Notice


    Copyright NVIDIA Corporation, 2001, 2002.

IP Status


    NVIDIA Proprietary.

Status


    Shipping (version 1.0)

Version


    NVIDIA Date: February 6, 2002 (version 1.0)
$Date$ $Revision$
$Id: //sw/main/docs/OpenGL/specs/GL_NV_occlusion_query.txt#4 $

Number


    261

Dependencies


    Written based on the wording of the OpenGL 1.3 specification.

Requires support for the HP_occlusion_test extension.

Overview


    The HP_occlusion_test extension defines a mechanism whereby an
application can query the visibility of an object, where "visible"
means that at least one pixel passes the depth and stencil tests.

The HP extension has two major shortcomings.

- It returns the result as a simple GL_TRUE/GL_FALSE result, when in
fact it is often useful to know exactly how many pixels passed.
- It provides only a simple "stop-and-wait" model for using multiple
queries. The application begins an occlusion test and ends it;
then, at some later point, it asks for the result, at which point
the driver must stop and wait until the result from the previous
test is back before the application can even begin the next one.
This is a very simple model, but its performance is mediocre when
an application wishes to perform many queries, and it eliminates
most of the opportunites for parallelism between the CPU and GPU.

This extension solves both of those problems. It returns as its
result the number of pixels that pass, and it provides an interface
conceptually similar to that of NV_fence that allows applications to
issue many occlusion queries before asking for the result of any one.
As a result, they can overlap the time it takes for the occlusion
query results to be returned with other, more useful work, such as
rendering other parts of the scene or performing other computations
on the CPU.

There are many situations where a pixel count, rather than a boolean
result, is useful.

- If the visibility test is an object bounding box being used to
decide whether to skip the object, sometimes it can be acceptable,
and beneficial to performance, to skip an object if less than some
threshold number of pixels could be visible.
- Knowing the number of pixels visible in the bounding box may also
help decide what level of detail a model should be drawn with. If
only a few pixels are visible, a low-detail model may be
acceptable. In general, this allows level-of-detail mechanisms to
be slightly less ad hoc.
- "Depth peeling" techniques, such as order-independent transparency,
would typically like to know when to stop rendering more layers; it
is difficult to come up with a way to determine a priori how many
layers to use. A boolean count allows applications to stop when
more layers will not affect the image at all, but this will likely
be unacceptable for performance, with minimal gains to image
quality. Instead, it makes more sense to stop rendering when the
number of pixels goes below a threshold; this should provide better
results than any of these other algorithms.
- Occlusion queries can be used as a replacement for glReadPixels of
the depth buffer to determine whether, say, a light source is
visible for the purposes of a lens flare effect or a halo to
simulate glare. Pixel counts allow you to compute the percentage
of the light source that is visible, and the brightness of these
effects can be modulated accordingly.

Issues


    *   Should we use an object-based interface?

RESOLVED: Yes, this makes the interface much simpler, and it is
friendly for indirect rendering.

* Should we offer an entry point analogous to glTestFenceNV?

RESOLVED: No, it is sufficient to have glGetOcclusionQueryivNV
provide a query for whether the occlusion query result is back
yet. Whereas it is interesting to poll fence objects, it is
relatively less interesting to poll occlusion queries.

* Is glGetOcclusionQueryuivNV necessary?

RESOLVED: Yes, it makes using a 32-bit pixel count less painful.

* Should there be a limit on how many queries can be outstanding?

RESOLVED: No. This would make the extension much more
difficult to spec and use. Allowing this does not add any
significant implementation burden; and even if drivers have some
internal limit on the number of outstanding queries, it is not
expected that applications will need to know this to achieve
optimal or near-optimal performance.

* What happens if glBeginOcclusionQueryNV is called when an
occlusion query is already outstanding for a different object?

RESOLVED: This is a GL_INVALID_OPERATION error.

* What happens if HP_occlusion_test and NV_occlusion_query usage is
overlapped?

RESOLVED: The two can be overlapped safely. Counting is enabled
if we are _either_ inside a glBeginOcclusionQueryNV or if
if GL_OCCLUSION_TEST_HP is enabled. The alternative (producing
an error) does not work -- it would require that glPopAttrib be
capable of producing an error, which would be rather problematic.

Note that glBeginOcclusionQueryNV, not glEndOcclusionQueryNV,
resets the pixel counter and occlusion test result. This can
avoid certain types of strange behavior where an occlusion
query's pixel count does not always correspond to the pixels
rendered during the occlusion query. The spec would make sense
the other way, but the behavior would be strange.

* Does EndOcclusionQuery need to take any parameters?

RESOLVED: No. Giving it, for example, an "id" parameter would
be redundant -- adding complexity for no benefit. Only one query
can be active at a time.

* How many bits should we require the pixel counter to be, at
minimum?

RESOLVED: 24. 24 is enough to handle 8.7 full overdraws of a
1600x1200 window. That seems quite sufficient.

* What should we do about overflows?

RESOLVED: Overflows leave the pixel count undefined. Saturating
is recommended but not required.

The ideal behavior really is to saturate. This ensures that you
always get a "large" result when you render many pixels. It also
ensures that apps which want a boolean test can do one on their
own, and not worry about the rare case where the result ends up
exactly at zero from wrapping.

That being said, with 24 bits of pixel count required, it's not
clear that this really matters. It's better to be a bit
permissive here. In addition, even if saturation was required,
the goal of having strictly defined behavior is still not really
met.

Applications don't (or at least shouldn't) check for some _exact_
number of bits. Imagine if a multitextured app had been written
that required that the number of texture units supported be
_exactly_ two! Implementors of OpenGL would be greatly annoyed
to find that the app did not run on, say, three-texture or four-
texture hardware.

So, we expect apps here to always be doing a "greater than or
equal to" check. An app might check for, say, at least 28 bits.
This doesn't ensure defined behavior -- it only ensures that once
an overflow occurs (which may happen at any power of two), that
overflow will be handled with saturation. This behavior still
remains sufficiently unpredictable that the reasons for defining
behavior in even rarely-used cases (preventing compatibility
problems, for example) are unsatisfied.

All that having been said, saturation is still explicitly
recommended in the spec language.

* What is the interaction with multisample, which was not defined
in the original spec?

RESOLVED: The pixel count is the number of samples that pass, not
the number of pixels. This is true even if GL_MULTISAMPLE is
disabled but GL_SAMPLE_BUFFERS is 1. Note that the depth/stencil
test optimization whereby implementations may choose to depth
test at only one of the samples when GL_MULTISAMPLE is disabled
does not cause this to become ill-specified, because we are
counting the number of samples that are still alive _after_ the
depth test stage. The mechanism used to decide whether to kill
or keep those samples is not relevant.

* Exactly what stage are we counting at? The original spec said
depth test; what does stencil test do?

RESOLVED: We are counting immediately after _both_ the depth and
stencil tests, i.e., pixels that pass both. This was the
original spec's intent. Note that the depth test comes after the
stencil test, so to say that it is the number that pass the depth
test is reasonable; though it is often helpful to think of the
depth and stencil tests as being combined, because the depth test
result impacts the stencil operation used.

* Is it guaranteed that occlusion queries return in order?

RESOLVED: Yes. It makes sense to do this. If occlusion test X
occurred before occlusion query Y, and the driver informs the app
that occlusion query Y is done, the app can infer that occlusion
query X is also done. For applications that do poll, this allows
them to do so with less effort.

* Will polling an occlusion query without a glFlush possibly cause
an infinite loop?

RESOLVED: Yes, this is a risk. If you ask for the result,
however, any flush required will be done automatically. It is
only when you are polling that this is a problem because there is
no guarantee that a flush has occured in the time since
glEndOcclusionQueryNV, and the spec is written to say that the
result is only "available" if the value could be returned
_instantaneously_.

This is different from NV_fence, where FinishFenceNV can cause an
app hang, and where TestFenceNV was also not guaranteed to ever
finish.

There need not be any spec language to describe this behavior
because it is implied by what is already said.

In short, if you use GL_PIXEL_COUNT_AVAILABLE_NV, you _must_ use
glFlush, or your app may hang.

* The HP_occlusion_test specs did not contain the spec edits that
explain the exact way the extension works. Should this spec fill
in those details?

RESOLVED: Yes. These two extensions are intertwined in so many
important ways that doing so is not optional.

* Should there be a "target" parameter to BeginOcclusionQuery?

RESOLVED: No. We're not trying to solve the problem of "query
anything" here.

* What might an application that uses this extension look like?

Here is some rough sample code:

GLuint occlusionQueries[N];
GLuint pixelCount;

glGenOcclusionQueriesNV(N, occlusionQueries);
...
// before this point, render major occluders
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
// also disable texturing and any fancy shading features
for (i = 0; i < N; i++) {
glBeginOcclusionQueryNV(occlusionQueries[i]);
// render bounding box for object i
glEndOcclusionQueryNV();
}
// at this point, if possible, go and do some other computation
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
// reenable other state
for (i = 0; i < N; i++) {
glGetOcclusionQueryuivNV(occlusionQueries[i], GL_PIXEL_COUNT_NV,
&pixelCount);
if (pixelCount > 0) {
// render object i
}
}

* Is this extension useful for saving geometry, fill rate, or both?

It is expected that it will be most useful for saving geometry
work, because for the cost of rendering a bounding box you can
save rendering a normal object.

It is possible for this extension to help in fill-limited
situations, but using it may also hurt performance in such
situations, because rendering the pixels of a bounding box is
hardly free. In most situations a bounding box will probably
have more pixels than the original object.

One exception is that for objects rendered with multiple passes,
the first pass can be wrapped with an occlusion query almost for
free. That is, render the first pass for all objects in the
scene, and get the number of pixels rendered on each object. If
zero pixels were rendered for an object, you can skip subsequent
rendering passes. This trick can be very useful in many cases.

* What can be said about guaranteeing correctness when using
occlusion queries, especially as it relates to invariance?

Invariance is critical to guarantee the correctness of occlusion
queries. If occlusion queries go through a different code path
than standard rendering, the pixels rendered may be different.

However, the invariance issues are difficult at best to solve.
Because of the vagaries of floating-point precision, it is
difficult to guarantee that rendering a bounding box will render
at least as many pixels with equal or smaller Z values than the
object itself would have rendered.

Likewise, many other aspects of rendering state tend to be
different when performing an occlusion query. Color and depth
writes are typically disabled, as are texturing, vertex programs,
and any fancy per-pixel math. So unless all these features have
guarantees of invariance themselves (unlikely at best), requiring
invariance for NV_occlusion_query would be futile.

For what it's worth, NVIDIA's implementation is fully invariant
with respect to whether an occlusion query is active; that is, it
does not affect the operation of any other stage of the pipeline.
(When occlusion queries are being emulated on hardware that does
not support them, via the emulation registry keys, using an
occlusion query produces a software rasteriation fallback, and in
such cases invariance cannot be guaranteed.)

Another problem that can threaten correctness is near and far
clipping. If the bounding box penetrates the near clip plane,
for example, it may be clipped away, reducing the number of
pixels counted, when in fact the original object may have stayed
entirely beyond the near clip plane. Whenever you design an
algorithm using occlusion queries, it is best to be careful about
the near and far clip planes.

* How can frame-to-frame coherency help applications using this
extension get even higher performance?

Usually, if an object is visible one frame, it will be visible
the next frame, and if it is not visible, it will not be visible
the next frame.

Of course, for most applications, "usually" isn't good enough.
It is undesirable, but acceptable, to render an object that
wasn't visible, because that only costs performance. It is
generally unacceptable to not render an object that was visible.

The simplest approach is that visible objects should be checked
every N frames (where, say, N=5) to see if they have become
occluded, while objects that were occluded last frame must be
rechecked again in the current frame to guarantee that they are
still occluded. This will reduce the number of wasteful
occlusion queries by a factor of almost N.

It may also pay to do a raycast on the CPU in order to try to
prove that an object is visible. After all, occlusion queries
are only one of many items in your bag of tricks to decide
whether objects are visible or invisible. They are not an excuse
to skip frustum culling, or precomputing visibility using portals
for static environments, or other standard visibility techniques.

In general, though, taking advantage of frame-to-frame coherency
in your occlusion query code is absolutely essential to getting
the best possible performance.

New Procedures and Functions


    void GenOcclusionQueriesNV(sizei n, uint *ids);
void DeleteOcclusionQueriesNV(sizei n, const uint *ids);
boolean IsOcclusionQueryNV(uint id);
void BeginOcclusionQueryNV(uint id);
void EndOcclusionQueryNV(void);
void GetOcclusionQueryivNV(uint id, enum pname, int *params);
void GetOcclusionQueryuivNV(uint id, enum pname, uint *params);

New Tokens


    Accepted by the <cap> parameter of Enable, Disable, and IsEnabled,
and by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv,
and GetDoublev:

OCCLUSION_TEST_HP 0x8165

Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
GetFloatv, and GetDoublev:

OCCLUSION_TEST_RESULT_HP 0x8166
PIXEL_COUNTER_BITS_NV 0x8864
CURRENT_OCCLUSION_QUERY_ID_NV 0x8865

Accepted by the <pname> parameter of GetOcclusionQueryivNV and
GetOcclusionQueryuivNV:

PIXEL_COUNT_NV 0x8866
PIXEL_COUNT_AVAILABLE_NV 0x8867

Additions to Chapter 2 of the OpenGL 1.3 Specification (OpenGL Operation)


    None.

Additions to Chapter 3 of the OpenGL 1.3 Specification (Rasterization)


    None.

Additions to Chapter 4 of the OpenGL 1.3 Specification (Per-Fragment Operations and the Frame Buffer)


    Add a new section "Occlusion Tests and Queries" between sections
4.1.6 and 4.1.7:

"4.1.6A Occlusion Tests and Queries

Occlusion testing keeps track of whether any pixels have passed the
depth test. Such testing is enabled or disabled with the generic
Enable and Disable commands using the symbolic constant
OCCLUSION_TEST_HP. The occlusion test result is initially FALSE.

Occlusion queries can be used to track the exact number of fragments
that pass the depth test. Occlusion queries are associated with
occlusion query objects. The command

void GenOcclusionQueriesNV(sizei n, uint *ids);

returns n previously unused occlusion query names in ids. These
names are marked as used, but no object is associated with them until
the first time BeginOcclusionQueryNV is called on them. Occlusion
queries contain one piece of state, a pixel count result. This pixel
count result is initialized to zero when the object is created.

Occlusion queries are deleted by calling

void DeleteOcclusionQueriesNV(sizei n, const uint *ids);

ids contains n names of occlusion queries to be deleted. After an
occlusion query is deleted, its name is again unused. Unused names
in ids are silently ignored.

An occlusion query can be started and finished by calling

void BeginOcclusionQueryNV(uint id);
void EndOcclusionQueryNV(void);

If BeginOcclusionQueryNV is called with an unused id, that id is
marked as used and associated with a new occlusion query object. If
it is called while another occlusion query is active, an
INVALID_OPERATION error is generated. If EndOcclusionQueryNV is
called while no occlusion query is active, an INVALID_OPERATION error
is generated. Calling either GenOCclusionQueriesNV or
DeleteOcclusionQueriesNV while an occlusion query is active causes an
INVALID_OPERATION error to be generated.

When EndOcclusionQueryNV is called, the current pixel counter is
copied into the active occlusion query object's pixel count result.
BeginOcclusionQueryNV resets the pixel counter to zero and the
occlusion test result to FALSE.

Whenever a fragment reaches this stage and OCCLUSION_TEST_HP is
enabled or an occlusion query is active, the occlusion test result is
set to TRUE and the pixel counter is incremented. If the value of
SAMPLE_BUFFERS is 1, then the pixel counter is incremented by the
number of samples whose coverage bit is set; otherwise, it is always
incremented by one. If it the pixel counter overflows, i.e., exceeds
the value 2^PIXEL_COUNTER_BITS_NV-1, its value becomes undefined.
It is recommended, but not required, that implementations handle this
overflow case by saturating at 2^PIXEL_COUNTER_BITS_NV-1 and
incrementing no further.

The necessary state is a single bit indicating whether the occlusion
test is enabled, a single bit indicating whether an occlusion query
is active, the identifier of the currently active occlusion query, a
counter of no smaller than 24 bits keeping track of the pixel count,
and a single bit indicating the occlusion test result."

Additions to Chapter 5 of the OpenGL 1.3 Specification (Special Functions)


    Add to the end of Section 5.4 "Display Lists":

"DeleteOcclusionQueriesNV, GenOcclusionQueriesNV, IsOcclusionQueryNV,
GetOcclusionQueryivNV, and GetOcclusionQueryuivNV are not complied
into display lists but are executed immediately."

Additions to Chapter 6 of the OpenGL 1.3 Specification (State and State Requests)


    Add a new section 6.1.13 "Occlusion Test and Occlusion Queries":

"The occlusion test result can be queried using GetBooleanv,
GetIntegerv, GetFloatv, or GetDoublev with a <pname> of
OCCLUSION_TEST_RESULT_HP. Whenever such a query is performed, the
occlusion test result is reset to FALSE and the pixel counter is
reset to zero as a side effect.

Which occlusion query is active can be queried using GetBooleanv,
GetIntegerv, GetFloatv, or GetDoublev with a <pname> of
CURRENT_OCCLUSION_QUERY_ID_NV. This query returns the name of the
currently active occlusion query if one is active, and zero
otherwise.

The state of an occlusion query can be queried with the commands

void GetOcclusionQueryivNV(uint id, enum pname, int *params);
void GetOcclusionQueryuivNV(uint id, enum pname, uint *params);

If the occlusion query object named by id is currently active, then
an INVALID_OPERATION error is generated.

If <pname> is PIXEL_COUNT_NV, then the occlusion query's pixel count
result is placed in params.

Often, occlusion query results will be returned asychronously with
respect to the host processor's operation. As a result, sometimes,
if a pixel count is queried, the host must wait until the result is
back. If <pname> is PIXEL_COUNT_AVAILABLE_NV, the value placed in
params indicates whether or not such a wait would occur if the pixel
count for that occlusion query were to be queried presently. A
result of TRUE means no wait would be required; a result of FALSE
means that some wait would occur. The length of this wait is
potentially unbounded. It must always be true that if the result for
one occlusion query is available, the result for all previous
occlusion queries must also be available at that point in time."

GLX Protocol


    Seven new GL commands are added.

The following two rendering commands are sent to the server as part
of a glXRender request:

BeginOcclusionQueryNV
2 8 rendering command length
2 ???? rendering command opcode
4 CARD32 id

EndOcclusionQueryNV
2 4 rendering command length
2 ???? rendering command opcode

The remaining fivecommands are non-rendering commands. These
commands are sent separately (i.e., not as part of a glXRender or
glXRenderLarge request), using the glXVendorPrivateWithReply
request:

DeleteOcclusionQueriesNV
1 CARD8 opcode (X assigned)
1 17 GLX opcode (glXVendorPrivateWithReply)
2 4+n request length
4 ???? vendor specific opcode
4 GLX_CONTEXT_TAG context tag
4 INT32 n
n*4 LISTofCARD32 ids

GenOcclusionQueriesNV
1 CARD8 opcode (X assigned)
1 17 GLX opcode (glXVendorPrivateWithReply)
2 4 request length
4 ???? vendor specific opcode
4 GLX_CONTEXT_TAG context tag
4 INT32 n
=>
1 1 reply
1 unused
2 CARD16 sequence number
4 n reply length
24 unused
n*4 LISTofCARD322 queries

IsOcclusionQueryNV
1 CARD8 opcode (X assigned)
1 17 GLX opcode (glXVendorPrivateWithReply)
2 4 request length
4 ???? vendor specific opcode
4 GLX_CONTEXT_TAG context tag
4 CARD32 id
=>
1 1 reply
1 unused
2 CARD16 sequence number
4 0 reply length
4 BOOL32 return value
20 unused
1 1 reply

GetOcclusionQueryivNV
1 CARD8 opcode (X assigned)
1 17 GLX opcode (glXVendorPrivateWithReply)
2 5 request length
4 ???? vendor specific opcode
4 GLX_CONTEXT_TAG context tag
4 CARD32 id
4 ENUM pname
=>
1 1 reply
1 unused
2 CARD16 sequence number
4 m reply length, m=(n==1?0:n)
4 unused
4 CARD32 n

if (n=1) this follows:

4 INT32 params
12 unused

otherwise this follows:

16 unused
n*4 LISTofINT32 params

GetOcclusionQueryuivNV
1 CARD8 opcode (X assigned)
1 17 GLX opcode (glXVendorPrivateWithReply)
2 5 request length
4 ???? vendor specific opcode
4 GLX_CONTEXT_TAG context tag
4 CARD32 id
4 ENUM pname
=>
1 1 reply
1 unused
2 CARD16 sequence number
4 m reply length, m=(n==1?0:n)
4 unused
4 CARD32 n

if (n=1) this follows:

4 CARD32 params
12 unused

otherwise this follows:

16 unused
n*4 LISTofCARD32 params

Errors


    The error INVALID_VALUE is generated if GenOcclusionQueriesNV is
called where n is negative.

The error INVALID_VALUE is generated if DeleteOcclusionQueriesNV is
called where n is negative.

The error INVALID_OPERATION is generated if GenOcclusionQueriesNV or
DeleteOcclusionQueriesNV is called when an occlusion query is active.

The error INVALID_OPERATION is generated if BeginOcclusionQueryNV is
called when an occlusion query is already active.

The error INVALID_OPERATION is generated if EndOcclusionQueryNV is
called when an occlusion query is not active.

The error INVALID_OPERATION is generated if GetOcclusionQueryivNV or
GetOcclusionQueryuivNV is called where id is not the name of an
occlusion query.

The error INVALID_OPERATION is generated if GetOcclusionQueryivNV or
GetOcclusionQueryuivNV is called where id is the name of the
currently active occlusion query.

The error INVALID_ENUM is generated if GetOcclusionQueryivNV or
GetOcclusionQueryuivNV is called where pname is not either
PIXEL_COUNT_NV or PIXEL_COUNT_AVAILABLE_NV.

The error INVALID_OPERATION is generated if any of the commands
defined in this extension is executed between the execution of Begin
and the corresponding execution of End.

New State


(table 6.18, p. 226)

Get Value Type Get Command Initial Value Description Sec Attribute
--------- ---- ----------- ------------- ----------- ------ ---------
OCCLUSION_TEST_HP B IsEnabled FALSE occlusion test enable 4.1.6A enable
OCCLUSION_TEST_RESULT_HP B GetBooleanv FALSE occlusion test result 4.1.6A -
- B GetBooleanv FALSE occlusion query active 4.1.6A -
CURRENT_OCCLUSION_QUERY_ID_NV Z+ GetIntegerv 0 occlusion query ID 4.1.6A -
- Z+ - 0 pixel counter 4.1.6A -

New Implementation Dependent State


(table 6.29, p. 237) Add the following entry:

Get Value Type Get Command Minimum Value Description Sec Attribute
-------------------------- ---- ----------- ------------- ---------------- ------ --------------
PIXEL_COUNTER_BITS_NV Z+ GetIntegerv 24 Number of bits in 6.1.13 -
pixel counters

Revision History


    none yet

Implementation Support


   List of OpenGL implementations supporting the GL_NV_occlusion_query extension

Original File


   Original text file for the GL_NV_occlusion_query extension


Page generated on Sun Nov 20 18:39:42 2005