X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Ffeedback.c;h=fcb089f1f31eae7049159f7d2457715ec9fd57e9;hb=d9e591391d490c83ce301aa568a2e0afe4cc3c0a;hp=4251aae01a308a14ee15c164ddd1ec4f1370ba80;hpb=afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c;p=mesa.git diff --git a/src/mesa/main/feedback.c b/src/mesa/main/feedback.c index 4251aae01a3..fcb089f1f31 100644 --- a/src/mesa/main/feedback.c +++ b/src/mesa/main/feedback.c @@ -1,21 +1,20 @@ -/* $Id: feedback.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.1 - * - * Copyright (C) 1999 Brian Paul All Rights Reserved. - * + * Version: 7.5 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. 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 @@ -24,173 +23,196 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/** + * \file feedback.c + * Selection and feedback modes functions. + */ - - -#ifdef PC_HEADER -#include "all.h" -#else -#include -#include +#include "glheader.h" +#include "colormac.h" #include "context.h" #include "enums.h" #include "feedback.h" #include "macros.h" -#include "types.h" -#ifdef XFree86Server -#include "GL/xf86glx.h" -#endif -#endif +#include "mfeatures.h" +#include "mtypes.h" +#include "main/dispatch.h" + +#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 -gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer ) +static void GLAPIENTRY +_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" ); + GET_CURRENT_CONTEXT(ctx); + 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 | FB_COLOR); 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 | FB_COLOR | 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 | FB_COLOR | 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->Feedback.Count = 0; /* Becaues of this. */ } - -void gl_PassThrough( GLcontext *ctx, GLfloat token ) +static void GLAPIENTRY +_mesa_PassThrough( GLfloat token ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough"); + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->RenderMode==GL_FEEDBACK) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); - FEEDBACK_TOKEN( ctx, token ); + FLUSH_VERTICES(ctx, 0); + _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); + _mesa_feedback_token( ctx, token ); } } - -/* +/** * Put a vertex into the feedback buffer. */ -void gl_feedback_vertex( GLcontext *ctx, - GLfloat x, GLfloat y, GLfloat z, GLfloat w, - const GLfloat color[4], GLfloat index, - const GLfloat texcoord[4] ) +void +_mesa_feedback_vertex(struct gl_context *ctx, + const GLfloat win[4], + const GLfloat color[4], + const GLfloat texcoord[4]) { - FEEDBACK_TOKEN( ctx, x ); - FEEDBACK_TOKEN( ctx, y ); - if (ctx->Feedback.Mask & FB_3D) { - FEEDBACK_TOKEN( ctx, z ); + _mesa_feedback_token( ctx, win[0] ); + _mesa_feedback_token( ctx, win[1] ); + if (ctx->Feedback._Mask & FB_3D) { + _mesa_feedback_token( ctx, win[2] ); } - if (ctx->Feedback.Mask & FB_4D) { - FEEDBACK_TOKEN( ctx, w ); + if (ctx->Feedback._Mask & FB_4D) { + _mesa_feedback_token( ctx, win[3] ); } - if (ctx->Feedback.Mask & FB_INDEX) { - FEEDBACK_TOKEN( ctx, index ); + if (ctx->Feedback._Mask & FB_COLOR) { + _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_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) { - FEEDBACK_TOKEN( ctx, texcoord[0] ); - FEEDBACK_TOKEN( ctx, texcoord[1] ); - FEEDBACK_TOKEN( ctx, texcoord[2] ); - FEEDBACK_TOKEN( ctx, texcoord[3] ); + if (ctx->Feedback._Mask & FB_TEXTURE) { + _mesa_feedback_token( ctx, texcoord[0] ); + _mesa_feedback_token( ctx, texcoord[1] ); + _mesa_feedback_token( ctx, texcoord[2] ); + _mesa_feedback_token( ctx, texcoord[3] ); } } - -/**********************************************************************/ -/* 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 __struct gl_contextRec::Select with the given buffer. */ -void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer ) +static void GLAPIENTRY +_mesa_SelectBuffer( GLsizei size, GLuint *buffer ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer"); + GET_CURRENT_CONTEXT(ctx); + 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; } -#define WRITE_RECORD( CTX, V ) \ - if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \ - CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \ - } \ - CTX->Select.BufferCount++; - +/** + * Write a value of a record into the selection buffer. + * + * \param ctx GL context. + * \param value value. + * + * Verifies there is free space in the buffer to write the value and + * increments the pointer. + */ +static INLINE void +write_record(struct gl_context *ctx, GLuint value) +{ + if (ctx->Select.BufferCount < ctx->Select.BufferSize) { + ctx->Select.Buffer[ctx->Select.BufferCount] = value; + } + 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(struct gl_context *ctx, GLfloat z) { ctx->Select.HitFlag = GL_TRUE; if (z < ctx->Select.HitMinZ) { @@ -202,8 +224,19 @@ void gl_update_hitflag( GLcontext *ctx, GLfloat z ) } - -static void write_hit_record( GLcontext *ctx ) +/** + * 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(struct gl_context *ctx) { GLuint i; GLuint zmin, zmax, zscale = (~0u); @@ -215,11 +248,11 @@ static void write_hit_record( GLcontext *ctx ) 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 ); - for (i=0;iSelect.NameStackDepth;i++) { - WRITE_RECORD( ctx, ctx->Select.NameStack[i] ); + 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] ); } ctx->Select.Hits++; @@ -229,12 +262,21 @@ static void write_hit_record( GLcontext *ctx ) } - -void gl_InitNames( GLcontext *ctx ) +/** + * 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 + * __struct gl_contextRec::NewState. + */ +static void GLAPIENTRY +_mesa_InitNames( void ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames"); + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + /* Record the hit before the HitFlag is wiped out again. */ - if (ctx->RenderMode==GL_SELECT) { + if (ctx->RenderMode == GL_SELECT) { if (ctx->Select.HitFlag) { write_hit_record( ctx ); } @@ -243,24 +285,41 @@ void gl_InitNames( GLcontext *ctx ) ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = 0.0; + ctx->NewState |= _NEW_RENDERMODE; } - -void gl_LoadName( GLcontext *ctx, GLuint name ) +/** + * 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 __struct gl_contextRec::Select. + */ +static void GLAPIENTRY +_mesa_LoadName( GLuint name ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName"); - if (ctx->RenderMode!=GL_SELECT) { + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (ctx->RenderMode != GL_SELECT) { return; } - if (ctx->Select.NameStackDepth==0) { - gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); + if (ctx->Select.NameStackDepth == 0) { + _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); return; } + + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); + if (ctx->Select.HitFlag) { write_hit_record( ctx ); } - if (ctx->Select.NameStackDepthSelect.NameStackDepth < MAX_NAME_STACK_DEPTH) { ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name; } else { @@ -269,63 +328,102 @@ void gl_LoadName( GLcontext *ctx, GLuint name ) } -void gl_PushName( GLcontext *ctx, GLuint name ) +/** + * 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 __struct gl_contextRec::Select. + */ +static void GLAPIENTRY +_mesa_PushName( GLuint name ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName"); - if (ctx->RenderMode!=GL_SELECT) { + GET_CURRENT_CONTEXT(ctx); + 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.NameStackDepthSelect.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" ); } + else + ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; } - -void gl_PopName( GLcontext *ctx ) +/** + * 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 __struct gl_contextRec::Select. + */ +static void GLAPIENTRY +_mesa_PopName( void ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName"); - if (ctx->RenderMode!=GL_SELECT) { + GET_CURRENT_CONTEXT(ctx); + 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" ); } + 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 + * __struct gl_contextRec::RenderMode and notifies the driver via the + * dd_function_table::RenderMode callback. */ -GLint gl_RenderMode( GLcontext *ctx, GLenum mode ) +static 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: @@ -338,7 +436,7 @@ GLint gl_RenderMode( GLcontext *ctx, GLenum mode ) if (ctx->Select.BufferCount > ctx->Select.BufferSize) { /* overflow */ #ifdef DEBUG - gl_warning(ctx, "Feedback buffer overflow"); + _mesa_warning(ctx, "Feedback buffer overflow"); #endif result = -1; } @@ -349,6 +447,7 @@ GLint gl_RenderMode( GLcontext *ctx, GLenum mode ) ctx->Select.Hits = 0; ctx->Select.NameStackDepth = 0; break; +#if _HAVE_FULL_GL case GL_FEEDBACK: if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { /* overflow */ @@ -359,8 +458,9 @@ GLint gl_RenderMode( GLcontext *ctx, GLenum mode ) } ctx->Feedback.Count = 0; break; +#endif default: - gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } @@ -368,28 +468,75 @@ GLint gl_RenderMode( GLcontext *ctx, 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_ALL; + if (ctx->Driver.RenderMode) + ctx->Driver.RenderMode( ctx, mode ); return result; } +/*@}*/ + + +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 */ +/*@{*/ + +/** + * Initialize context feedback data. + */ +void _mesa_init_feedback( struct gl_context * 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; +} + +/*@}*/