#include "feedback.h"
#include "macros.h"
#include "mtypes.h"
+#include "main/dispatch.h"
-#if _HAVE_FULL_GL
+#if FEATURE_feedback
#define FB_3D 0x01
#define FB_4D 0x02
-#define FB_INDEX 0x04
-#define FB_COLOR 0x08
-#define FB_TEXTURE 0X10
+#define FB_COLOR 0x04
+#define FB_TEXTURE 0X08
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
{
GET_CURRENT_CONTEXT(ctx);
ctx->Feedback._Mask = FB_3D;
break;
case GL_3D_COLOR:
- ctx->Feedback._Mask = (FB_3D |
- (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX));
+ ctx->Feedback._Mask = (FB_3D | FB_COLOR);
break;
case GL_3D_COLOR_TEXTURE:
- ctx->Feedback._Mask = (FB_3D |
- (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
- FB_TEXTURE);
+ ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
break;
case GL_4D_COLOR_TEXTURE:
- ctx->Feedback._Mask = (FB_3D | FB_4D |
- (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
- FB_TEXTURE);
+ ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
}
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_PassThrough( GLfloat token )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->RenderMode==GL_FEEDBACK) {
FLUSH_VERTICES(ctx, 0);
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
- FEEDBACK_TOKEN( ctx, token );
+ _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
+ _mesa_feedback_token( ctx, token );
}
}
_mesa_feedback_vertex(GLcontext *ctx,
const GLfloat win[4],
const GLfloat color[4],
- GLfloat index,
const GLfloat texcoord[4])
{
- FEEDBACK_TOKEN( ctx, win[0] );
- FEEDBACK_TOKEN( ctx, win[1] );
+ _mesa_feedback_token( ctx, win[0] );
+ _mesa_feedback_token( ctx, win[1] );
if (ctx->Feedback._Mask & FB_3D) {
- FEEDBACK_TOKEN( ctx, win[2] );
+ _mesa_feedback_token( ctx, win[2] );
}
if (ctx->Feedback._Mask & FB_4D) {
- FEEDBACK_TOKEN( ctx, win[3] );
- }
- if (ctx->Feedback._Mask & FB_INDEX) {
- FEEDBACK_TOKEN( ctx, (GLfloat) index );
+ _mesa_feedback_token( ctx, win[3] );
}
if (ctx->Feedback._Mask & FB_COLOR) {
- FEEDBACK_TOKEN( ctx, color[0] );
- FEEDBACK_TOKEN( ctx, color[1] );
- FEEDBACK_TOKEN( ctx, color[2] );
- FEEDBACK_TOKEN( ctx, color[3] );
+ _mesa_feedback_token( ctx, color[0] );
+ _mesa_feedback_token( ctx, color[1] );
+ _mesa_feedback_token( ctx, color[2] );
+ _mesa_feedback_token( ctx, color[3] );
}
if (ctx->Feedback._Mask & FB_TEXTURE) {
- FEEDBACK_TOKEN( ctx, texcoord[0] );
- FEEDBACK_TOKEN( ctx, texcoord[1] );
- FEEDBACK_TOKEN( ctx, texcoord[2] );
- FEEDBACK_TOKEN( ctx, texcoord[3] );
+ _mesa_feedback_token( ctx, texcoord[0] );
+ _mesa_feedback_token( ctx, texcoord[1] );
+ _mesa_feedback_token( ctx, texcoord[2] );
+ _mesa_feedback_token( ctx, texcoord[3] );
}
}
-#endif /* _HAVE_FULL_GL */
-
/**********************************************************************/
/** \name Selection */
* Verifies we're not in selection mode, flushes the vertices and initialize
* the fields in __GLcontextRec::Select with the given buffer.
*/
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
{
GET_CURRENT_CONTEXT(ctx);
/**
* Write a value of a record into the selection buffer.
*
- * \param CTX GL context.
- * \param V value.
+ * \param ctx GL context.
+ * \param value value.
*
* Verifies there is free space in the buffer to write the value and
* increments the pointer.
*/
-#define WRITE_RECORD( CTX, V ) \
- if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
- CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
- } \
- CTX->Select.BufferCount++;
+static INLINE void
+write_record(GLcontext *ctx, GLuint value)
+{
+ if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
+ ctx->Select.Buffer[ctx->Select.BufferCount] = value;
+ }
+ ctx->Select.BufferCount++;
+}
/**
zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
- WRITE_RECORD( ctx, ctx->Select.NameStackDepth );
- WRITE_RECORD( ctx, zmin );
- WRITE_RECORD( ctx, zmax );
+ write_record( ctx, ctx->Select.NameStackDepth );
+ write_record( ctx, zmin );
+ write_record( ctx, zmax );
for (i = 0; i < ctx->Select.NameStackDepth; i++) {
- WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
+ write_record( ctx, ctx->Select.NameStack[i] );
}
ctx->Select.Hits++;
* the hit record data in gl_selection. Marks new render mode in
* __GLcontextRec::NewState.
*/
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_InitNames( void )
{
GET_CURRENT_CONTEXT(ctx);
*
* sa __GLcontextRec::Select.
*/
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_LoadName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
*
* sa __GLcontextRec::Select.
*/
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_PushName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
*
* sa __GLcontextRec::Select.
*/
-void GLAPIENTRY
+static void GLAPIENTRY
_mesa_PopName( void )
{
GET_CURRENT_CONTEXT(ctx);
* __GLcontextRec::RenderMode and notifies the driver via the
* dd_function_table::RenderMode callback.
*/
-GLint GLAPIENTRY
+static GLint GLAPIENTRY
_mesa_RenderMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
/*@}*/
+void
+_mesa_init_feedback_dispatch(struct _glapi_table *disp)
+{
+ SET_InitNames(disp, _mesa_InitNames);
+ SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
+ SET_LoadName(disp, _mesa_LoadName);
+ SET_PassThrough(disp, _mesa_PassThrough);
+ SET_PopName(disp, _mesa_PopName);
+ SET_PushName(disp, _mesa_PushName);
+ SET_SelectBuffer(disp, _mesa_SelectBuffer);
+ SET_RenderMode(disp, _mesa_RenderMode);
+}
+
+
+#endif /* FEATURE_feedback */
+
+
/**********************************************************************/
/** \name Initialization */
/*@{*/