X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Ffeedback.c;h=fcb089f1f31eae7049159f7d2457715ec9fd57e9;hb=d9e591391d490c83ce301aa568a2e0afe4cc3c0a;hp=85363b11d6f101ec0775cf3ac810ecb7ff96ecd6;hpb=22144ab7552f0799bcfca506bf4ffa7f70a06649;p=mesa.git diff --git a/src/mesa/main/feedback.c b/src/mesa/main/feedback.c index 85363b11d6f..fcb089f1f31 100644 --- a/src/mesa/main/feedback.c +++ b/src/mesa/main/feedback.c @@ -1,10 +1,9 @@ -/* $Id: feedback.c,v 1.23 2001/03/12 00:48:37 gareth Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 7.5 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * 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"), @@ -24,31 +23,34 @@ * 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 "glheader.h" #include "colormac.h" #include "context.h" #include "enums.h" #include "feedback.h" #include "macros.h" -#include "mmath.h" +#include "mfeatures.h" #include "mtypes.h" -#endif +#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 +static void GLAPIENTRY _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) { GET_CURRENT_CONTEXT(ctx); @@ -76,18 +78,13 @@ _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) 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" ); @@ -102,7 +99,7 @@ _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) } -void +static void GLAPIENTRY _mesa_PassThrough( GLfloat token ) { GET_CURRENT_CONTEXT(ctx); @@ -110,57 +107,62 @@ _mesa_PassThrough( GLfloat token ) 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 ); } } - -/* +/** * Put a vertex into the feedback buffer. */ -void _mesa_feedback_vertex( GLcontext *ctx, - const GLfloat win[4], - const GLfloat color[4], - GLuint 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, 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] ); } } /**********************************************************************/ -/* Selection */ -/**********************************************************************/ - - -/* - * NOTE: this function can't be put in a display list. +/** \name Selection */ +/*@{*/ + +/** + * 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 +static void GLAPIENTRY _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) { GET_CURRENT_CONTEXT(ctx); @@ -171,7 +173,7 @@ _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) return; /* KW: added return */ } - FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* why bother? */ + FLUSH_VERTICES(ctx, _NEW_RENDERMODE); ctx->Select.Buffer = buffer; ctx->Select.BufferSize = size; ctx->Select.BufferCount = 0; @@ -181,15 +183,36 @@ _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) } -#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 _mesa_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) { @@ -201,7 +224,19 @@ void _mesa_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); @@ -213,11 +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 ); + 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++; @@ -227,8 +262,14 @@ 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 + * __struct gl_contextRec::NewState. + */ +static void GLAPIENTRY _mesa_InitNames( void ) { GET_CURRENT_CONTEXT(ctx); @@ -248,8 +289,18 @@ _mesa_InitNames( void ) } - -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 __struct gl_contextRec::Select. + */ +static void GLAPIENTRY _mesa_LoadName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); @@ -277,7 +328,18 @@ _mesa_LoadName( GLuint name ) } -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 __struct gl_contextRec::Select. + */ +static void GLAPIENTRY _mesa_PushName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); @@ -299,8 +361,16 @@ _mesa_PushName( GLuint 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 __struct gl_contextRec::Select. + */ +static void GLAPIENTRY _mesa_PopName( void ) { GET_CURRENT_CONTEXT(ctx); @@ -321,18 +391,29 @@ _mesa_PopName( void ) ctx->Select.NameStackDepth--; } +/*@}*/ /**********************************************************************/ -/* Render Mode */ -/**********************************************************************/ - +/** \name Render Mode */ +/*@{*/ - -/* - * NOTE: this function can't be put in a display list. +/** + * 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 +static GLint GLAPIENTRY _mesa_RenderMode( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); @@ -340,10 +421,9 @@ _mesa_RenderMode( GLenum mode ) ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode)); + _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode)); FLUSH_VERTICES(ctx, _NEW_RENDERMODE); - ctx->_TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT); switch (ctx->RenderMode) { case GL_RENDER: @@ -367,6 +447,7 @@ _mesa_RenderMode( 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 */ @@ -377,6 +458,7 @@ _mesa_RenderMode( GLenum mode ) } ctx->Feedback.Count = 0; break; +#endif default: _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; @@ -386,19 +468,19 @@ _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 */ _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 */ _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; +#endif default: _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; @@ -410,3 +492,51 @@ _mesa_RenderMode( GLenum 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; +} + +/*@}*/