-/* $Id: s_feedback.c,v 1.2 2000/11/13 20:02:57 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.3
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 7.0
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "enums.h"
-#include "feedback.h"
-#include "macros.h"
-#include "mmath.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/context.h"
+#include "main/enums.h"
+#include "main/feedback.h"
+#include "main/macros.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_triangle.h"
-#define FB_3D 0x01
-#define FB_4D 0x02
-#define FB_INDEX 0x04
-#define FB_COLOR 0x08
-#define FB_TEXTURE 0X10
-
-
-
-static void feedback_vertex( GLcontext *ctx, SWvertex *v, SWvertex *pv )
+static void
+feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
- GLfloat color[4];
- GLfloat tc[4];
- GLuint texUnit = ctx->Texture.CurrentTransformUnit;
- GLuint index;
-
- win[0] = v->win[0];
- win[1] = v->win[1];
- win[2] = v->win[2] / ctx->Visual.DepthMaxF;
- win[3] = 1.0 / v->win[3];
-
- color[0] = CHAN_TO_FLOAT(pv->color[0]);
- color[1] = CHAN_TO_FLOAT(pv->color[1]);
- color[2] = CHAN_TO_FLOAT(pv->color[2]);
- color[3] = CHAN_TO_FLOAT(pv->color[3]);
-
- if (v->texcoord[texUnit][3] != 1.0 &&
- v->texcoord[texUnit][3] != 0.0) {
- GLfloat invq = 1.0F / v->texcoord[texUnit][3];
- tc[0] = v->texcoord[texUnit][0] * invq;
- tc[1] = v->texcoord[texUnit][1] * invq;
- tc[2] = v->texcoord[texUnit][2] * invq;
- tc[3] = v->texcoord[texUnit][3];
- }
- else {
- COPY_4V(tc, v->texcoord[texUnit]);
- }
+ const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
+ const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
- index = v->index;
+ win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
+ win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
+ win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
+ win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
- gl_feedback_vertex( ctx, win, color, index, tc );
+ _mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
}
/*
* Put triangle in feedback buffer.
*/
-void gl_feedback_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
- SWvertex *v2)
+void
+_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
{
- if (gl_cull_triangle( ctx, v0, v1, v2 )) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
- FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
-
+ if (_swrast_culltriangle(ctx, v0, v1, v2)) {
+ _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
+ _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
+
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- feedback_vertex( ctx, v0, v0 );
- feedback_vertex( ctx, v1, v1 );
- feedback_vertex( ctx, v2, v2 );
- } else {
- feedback_vertex( ctx, v0, v0 );
- feedback_vertex( ctx, v1, v0 );
- feedback_vertex( ctx, v2, v0 );
+ feedback_vertex(ctx, v0, v0);
+ feedback_vertex(ctx, v1, v1);
+ feedback_vertex(ctx, v2, v2);
+ }
+ else {
+ feedback_vertex(ctx, v0, v2);
+ feedback_vertex(ctx, v1, v2);
+ feedback_vertex(ctx, v2, v2);
}
}
}
-void gl_feedback_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+void
+_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1)
{
GLenum token = GL_LINE_TOKEN;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->StippleCounter==0)
+ if (swrast->StippleCounter == 0)
token = GL_LINE_RESET_TOKEN;
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
+ _mesa_feedback_token(ctx, (GLfloat) (GLint) token);
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- feedback_vertex( ctx, v0, v0 );
- feedback_vertex( ctx, v1, v1 );
- } else {
- feedback_vertex( ctx, v0, v0 );
- feedback_vertex( ctx, v1, v0 );
+ feedback_vertex(ctx, v0, v0);
+ feedback_vertex(ctx, v1, v1);
+ }
+ else {
+ feedback_vertex(ctx, v0, v1);
+ feedback_vertex(ctx, v1, v1);
}
swrast->StippleCounter++;
}
-void gl_feedback_point( GLcontext *ctx, SWvertex *v )
+void
+_swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
{
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
- feedback_vertex( ctx, v, v );
+ _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
+ feedback_vertex(ctx, v, v);
}
-void gl_select_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
- SWvertex *v2)
+void
+_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
{
- if (gl_cull_triangle( ctx, v0, v1, v2 )) {
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ if (_swrast_culltriangle(ctx, v0, v1, v2)) {
+ const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
- gl_update_hitflag( ctx, v0->win[2] * zs );
- gl_update_hitflag( ctx, v1->win[2] * zs );
- gl_update_hitflag( ctx, v2->win[2] * zs );
+ _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
+ _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
+ _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs );
}
}
-void gl_select_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+void
+_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
{
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, v0->win[2] * zs );
- gl_update_hitflag( ctx, v1->win[2] * zs );
+ const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
+ _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
+ _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
}
-void gl_select_point( GLcontext *ctx, SWvertex *v )
+void
+_swrast_select_point(GLcontext *ctx, const SWvertex *v)
{
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, v->win[2] * zs );
+ const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
+ _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );
}
-
-
-