X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Ffeedback.c;h=48c2ccbff30c1965dcbad186d21fe8afe965e951;hb=1c70cde8881f794782780cbd695da0882f78c769;hp=7f911cddddfc8ef709eb96f981e907dc6bca7c30;hpb=a96308c37db0bc0086a017d318bc3504aa5f0b1a;p=mesa.git diff --git a/src/mesa/main/feedback.c b/src/mesa/main/feedback.c index 7f911cddddf..48c2ccbff30 100644 --- a/src/mesa/main/feedback.c +++ b/src/mesa/main/feedback.c @@ -1,21 +1,24 @@ -/* $Id: feedback.c,v 1.14 2000/10/30 13:32:00 keithw Exp $ */ +/** + * \file feedback.c + * Selection and feedback modes functions. + */ /* * Mesa 3-D graphics library - * Version: 3.3 - * - * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. - * + * Version: 5.1 + * + * Copyright (C) 1999-2003 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 @@ -25,21 +28,17 @@ */ -#ifdef PC_HEADER -#include "all.h" -#else #include "glheader.h" #include "colormac.h" #include "context.h" #include "enums.h" #include "feedback.h" #include "macros.h" -#include "mmath.h" -#include "types.h" -#include "triangle.h" -#endif +#include "mtypes.h" +#if _HAVE_FULL_GL + #define FB_3D 0x01 #define FB_4D 0x02 @@ -49,73 +48,68 @@ -void +void GLAPIENTRY _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" ); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->RenderMode==GL_FEEDBACK) { - gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); + _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); return; } - if (size<0) { - gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); + _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); return; } if (!buffer) { - gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); + _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); ctx->Feedback.BufferSize = 0; return; } switch (type) { case GL_2D: - ctx->Feedback.Mask = 0; - ctx->Feedback.Type = type; + ctx->Feedback._Mask = 0; break; case GL_3D: - ctx->Feedback.Mask = FB_3D; - ctx->Feedback.Type = type; + ctx->Feedback._Mask = FB_3D; break; case GL_3D_COLOR: - ctx->Feedback.Mask = FB_3D - | (ctx->Visual.RGBAflag ? FB_COLOR : FB_INDEX); - ctx->Feedback.Type = type; + ctx->Feedback._Mask = (FB_3D | + (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX)); break; case GL_3D_COLOR_TEXTURE: - ctx->Feedback.Mask = FB_3D - | (ctx->Visual.RGBAflag ? FB_COLOR : FB_INDEX) - | FB_TEXTURE; - ctx->Feedback.Type = type; + ctx->Feedback._Mask = (FB_3D | + (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) | + FB_TEXTURE); break; case GL_4D_COLOR_TEXTURE: - ctx->Feedback.Mask = FB_3D | FB_4D - | (ctx->Visual.RGBAflag ? FB_COLOR : FB_INDEX) - | FB_TEXTURE; - ctx->Feedback.Type = type; + ctx->Feedback._Mask = (FB_3D | FB_4D | + (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) | + FB_TEXTURE); break; default: - ctx->Feedback.Mask = 0; - gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); + return; } + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */ + ctx->Feedback.Type = type; ctx->Feedback.BufferSize = size; ctx->Feedback.Buffer = buffer; - ctx->Feedback.Count = 0; - ctx->NewState |= _NEW_FEEDBACK_SELECT; + ctx->Feedback.Count = 0; /* Becaues of this. */ } - -void +void GLAPIENTRY _mesa_PassThrough( GLfloat token ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough"); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->RenderMode==GL_FEEDBACK) { + FLUSH_VERTICES(ctx, 0); FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); FEEDBACK_TOKEN( ctx, token ); } @@ -126,30 +120,42 @@ _mesa_PassThrough( GLfloat token ) /* * Put a vertex into the feedback buffer. */ -void gl_feedback_vertex( GLcontext *ctx, - const GLfloat win[4], - const GLfloat color[4], - GLuint index, - const GLfloat texcoord[4] ) +void _mesa_feedback_vertex( GLcontext *ctx, + const GLfloat win[4], + const GLfloat color[4], + GLfloat index, + const GLfloat texcoord[4] ) { +#if 0 + { + /* snap window x, y to fractional pixel position */ + const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); + GLfixed x, y; + x = FloatToFixed(win[0]) & snapMask; + y = FloatToFixed(win[1]) & snapMask; + FEEDBACK_TOKEN(ctx, FixedToFloat(x)); + FEEDBACK_TOKEN(ctx, FixedToFloat(y) ); + } +#else FEEDBACK_TOKEN( ctx, win[0] ); FEEDBACK_TOKEN( ctx, win[1] ); - if (ctx->Feedback.Mask & FB_3D) { +#endif + if (ctx->Feedback._Mask & FB_3D) { FEEDBACK_TOKEN( ctx, win[2] ); } - if (ctx->Feedback.Mask & FB_4D) { + if (ctx->Feedback._Mask & FB_4D) { FEEDBACK_TOKEN( ctx, win[3] ); } - if (ctx->Feedback.Mask & FB_INDEX) { + if (ctx->Feedback._Mask & FB_INDEX) { FEEDBACK_TOKEN( ctx, (GLfloat) index ); } - if (ctx->Feedback.Mask & FB_COLOR) { + 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] ); } - if (ctx->Feedback.Mask & FB_TEXTURE) { + if (ctx->Feedback._Mask & FB_TEXTURE) { FEEDBACK_TOKEN( ctx, texcoord[0] ); FEEDBACK_TOKEN( ctx, texcoord[1] ); FEEDBACK_TOKEN( ctx, texcoord[2] ); @@ -157,133 +163,56 @@ void gl_feedback_vertex( GLcontext *ctx, } } +#endif -static void feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv ) -{ - GLfloat win[4]; - GLfloat color[4]; - GLfloat tc[4]; - GLuint texUnit = ctx->Texture.CurrentTransformUnit; - const struct vertex_buffer *VB = ctx->VB; - GLuint index; - - win[0] = VB->Win.data[v][0]; - win[1] = VB->Win.data[v][1]; - win[2] = VB->Win.data[v][2] / ctx->Visual.DepthMaxF; - win[3] = 1.0 / VB->Win.data[v][3]; - - if (ctx->Light.ShadeModel == GL_SMOOTH) - pv = v; - - color[0] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][0]); - color[1] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][1]); - color[2] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][2]); - color[3] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][3]); - - if (VB->TexCoordPtr[texUnit]->size == 4 && - VB->TexCoordPtr[texUnit]->data[v][3] != 0.0) { - GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3]; - tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq; - tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq; - tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq; - tc[3] = VB->TexCoordPtr[texUnit]->data[v][3]; - } - else { - ASSIGN_4V(tc, 0,0,0,1); - COPY_SZ_4V(tc, - VB->TexCoordPtr[texUnit]->size, - VB->TexCoordPtr[texUnit]->data[v]); - } - - if (VB->IndexPtr) - index = VB->IndexPtr->data[v]; - else - index = 0; - - gl_feedback_vertex( ctx, win, color, index, tc ); -} - - - -/* - * Put triangle in feedback buffer. - */ -void gl_feedback_triangle( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint v2, GLuint pv ) -{ - if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); - FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ - - feedback_vertex( ctx, v0, pv ); - feedback_vertex( ctx, v1, pv ); - feedback_vertex( ctx, v2, pv ); - } -} - - -void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ) -{ - GLenum token = GL_LINE_TOKEN; - - if (ctx->StippleCounter==0) - token = GL_LINE_RESET_TOKEN; - - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); - - feedback_vertex( ctx, v1, pv ); - feedback_vertex( ctx, v2, pv ); - - ctx->StippleCounter++; -} - - -void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last ) -{ - const struct vertex_buffer *VB = ctx->VB; - GLuint i; - - for (i=first;i<=last;i++) { - if (VB->ClipMask[i]==0) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); - feedback_vertex( ctx, i, i ); - } - } -} - - - - - -/**********************************************************************/ -/* Selection */ /**********************************************************************/ +/** \name Selection */ +/*@{*/ - -/* - * NOTE: this function can't be put in a display list. +/** + * Establish a buffer for selection mode values. + * + * \param size buffer size. + * \param buffer buffer. + * + * \sa glSelectBuffer(). + * + * \note this function can't be put in a display list. + * + * Verifies we're not in selection mode, flushes the vertices and initialize + * the fields in __GLcontextRec::Select with the given buffer. */ -void +void GLAPIENTRY _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer"); + ASSERT_OUTSIDE_BEGIN_END(ctx); + if (ctx->RenderMode==GL_SELECT) { - gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); + _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); + return; /* KW: added return */ } + + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); ctx->Select.Buffer = buffer; ctx->Select.BufferSize = size; ctx->Select.BufferCount = 0; - ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = 0.0; - - ctx->NewState |= _NEW_FEEDBACK_SELECT; } +/** + * Write a value of a record into the selection buffer. + * + * \param CTX GL context. + * \param V 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); \ @@ -291,8 +220,16 @@ _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) CTX->Select.BufferCount++; - -void gl_update_hitflag( GLcontext *ctx, GLfloat z ) +/** + * Update the hit flag and the maximum and minimum depth values. + * + * \param ctx GL context. + * \param z depth. + * + * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and + * gl_selection::HitMaxZ. + */ +void _mesa_update_hitflag( GLcontext *ctx, GLfloat z ) { ctx->Select.HitFlag = GL_TRUE; if (z < ctx->Select.HitMinZ) { @@ -303,44 +240,18 @@ void gl_update_hitflag( GLcontext *ctx, GLfloat z ) } } -void gl_select_triangle( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint v2, GLuint pv ) -{ - const struct vertex_buffer *VB = ctx->VB; - - if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) { - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); - gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); - gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs ); - } -} - - -void gl_select_line( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint pv ) -{ - const struct vertex_buffer *VB = ctx->VB; - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); - gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); -} - - -void gl_select_points( GLcontext *ctx, GLuint first, GLuint last ) -{ - struct vertex_buffer *VB = ctx->VB; - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - GLuint i; - - for (i=first;i<=last;i++) { - if (VB->ClipMask[i]==0) { - gl_update_hitflag( ctx, VB->Win.data[i][2] * zs ); - } - } -} - +/** + * Write the hit record. + * + * \param ctx GL context. + * + * Write the hit record, i.e., the number of names in the stack, the minimum and + * maximum depth values and the number of names in the name stack at the time + * of the event. Resets the hit flag. + * + * \sa gl_selection. + */ static void write_hit_record( GLcontext *ctx ) { GLuint i; @@ -367,12 +278,19 @@ static void write_hit_record( GLcontext *ctx ) } - -void +/** + * Initialize the name stack. + * + * Verifies we are in select mode and resets the name stack depth and resets + * the hit record data in gl_selection. Marks new render mode in + * __GLcontextRec::NewState. + */ +void GLAPIENTRY _mesa_InitNames( void ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames"); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + /* Record the hit before the HitFlag is wiped out again. */ if (ctx->RenderMode == GL_SELECT) { if (ctx->Select.HitFlag) { @@ -383,23 +301,37 @@ _mesa_InitNames( void ) ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = 0.0; - ctx->NewState |= _NEW_FEEDBACK_SELECT; + ctx->NewState |= _NEW_RENDERMODE; } - -void +/** + * Load the top-most name of the name stack. + * + * \param name name. + * + * Verifies we are in selection mode and that the name stack is not empty. + * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), + * and replace the top-most name in the stack. + * + * sa __GLcontextRec::Select. + */ +void GLAPIENTRY _mesa_LoadName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName"); + ASSERT_OUTSIDE_BEGIN_END(ctx); + if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.NameStackDepth == 0) { - gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); + _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); return; } + + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); + if (ctx->Select.HitFlag) { write_hit_record( ctx ); } @@ -409,75 +341,105 @@ _mesa_LoadName( GLuint name ) else { ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name; } - ctx->NewState |= _NEW_FEEDBACK_SELECT; } -void +/** + * Push a name into the name stack. + * + * \param name name. + * + * Verifies we are in selection mode and that the name stack is not full. + * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), + * and adds the name to the top of the name stack. + * + * sa __GLcontextRec::Select. + */ +void GLAPIENTRY _mesa_PushName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName"); + ASSERT_OUTSIDE_BEGIN_END(ctx); + if (ctx->RenderMode != GL_SELECT) { return; } + + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); if (ctx->Select.HitFlag) { write_hit_record( ctx ); } - if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) { - ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; - } - else { - gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); + if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) { + _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); } - ctx->NewState |= _NEW_FEEDBACK_SELECT; + else + ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; } - -void +/** + * Pop a name into the name stack. + * + * Verifies we are in selection mode and that the name stack is not empty. + * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), + * and removes top-most name in the name stack. + * + * sa __GLcontextRec::Select. + */ +void GLAPIENTRY _mesa_PopName( void ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName"); + ASSERT_OUTSIDE_BEGIN_END(ctx); + if (ctx->RenderMode != GL_SELECT) { return; } + + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); if (ctx->Select.HitFlag) { write_hit_record( ctx ); } - if (ctx->Select.NameStackDepth > 0) { - ctx->Select.NameStackDepth--; - } - else { - gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); + if (ctx->Select.NameStackDepth == 0) { + _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); } - ctx->NewState |= _NEW_FEEDBACK_SELECT; + else + ctx->Select.NameStackDepth--; } +/*@}*/ /**********************************************************************/ -/* Render Mode */ -/**********************************************************************/ - - - -/* - * NOTE: this function can't be put in a display list. +/** \name Render Mode */ +/*@{*/ + +/** + * Set rasterization mode. + * + * \param mode rasterization mode. + * + * \note this function can't be put in a display list. + * + * \sa glRenderMode(). + * + * Flushes the vertices and do the necessary cleanup according to the previous + * rasterization mode, such as writing the hit record or resent the select + * buffer index when exiting the select mode. Updates + * __GLcontextRec::RenderMode and notifies the driver via the + * dd_function_table::RenderMode callback. */ -GLint +GLint GLAPIENTRY _mesa_RenderMode( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); GLint result; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0); + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode)); + _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode)); - ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT); + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); switch (ctx->RenderMode) { case GL_RENDER: @@ -500,8 +462,8 @@ _mesa_RenderMode( GLenum mode ) ctx->Select.BufferCount = 0; ctx->Select.Hits = 0; ctx->Select.NameStackDepth = 0; - ctx->NewState |= _NEW_FEEDBACK_SELECT; break; +#if _HAVE_FULL_GL case GL_FEEDBACK: if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { /* overflow */ @@ -511,10 +473,10 @@ _mesa_RenderMode( GLenum mode ) result = ctx->Feedback.Count; } ctx->Feedback.Count = 0; - ctx->NewState |= _NEW_FEEDBACK_SELECT; break; +#endif default: - gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } @@ -522,27 +484,58 @@ _mesa_RenderMode( GLenum mode ) case GL_RENDER: break; case GL_SELECT: - ctx->TriangleCaps |= DD_SELECT; if (ctx->Select.BufferSize==0) { /* haven't called glSelectBuffer yet */ - gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); + _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; +#if _HAVE_FULL_GL case GL_FEEDBACK: - ctx->TriangleCaps |= DD_FEEDBACK; if (ctx->Feedback.BufferSize==0) { /* haven't called glFeedbackBuffer yet */ - gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); + _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; +#endif default: - gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } ctx->RenderMode = mode; - ctx->NewState |= _NEW_RENDERMODE; + if (ctx->Driver.RenderMode) + ctx->Driver.RenderMode( ctx, mode ); return result; } +/*@}*/ + + +/**********************************************************************/ +/** \name Initialization */ +/*@{*/ + +/** + * Initialize context feedback data. + */ +void _mesa_init_feedback( GLcontext * ctx ) +{ + /* Feedback */ + ctx->Feedback.Type = GL_2D; /* TODO: verify */ + ctx->Feedback.Buffer = NULL; + ctx->Feedback.BufferSize = 0; + ctx->Feedback.Count = 0; + + /* Selection/picking */ + ctx->Select.Buffer = NULL; + ctx->Select.BufferSize = 0; + ctx->Select.BufferCount = 0; + ctx->Select.Hits = 0; + ctx->Select.NameStackDepth = 0; + + /* Miscellaneous */ + ctx->RenderMode = GL_RENDER; +} + +/*@}*/