Merge commit 'mesa_7_6_branch' into mesa_7_7_branch
[mesa.git] / src / mesa / main / feedback.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file feedback.c
28 * Selection and feedback modes functions.
29 */
30
31
32 #include "glheader.h"
33 #include "colormac.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "feedback.h"
37 #include "macros.h"
38 #include "mtypes.h"
39 #include "glapi/dispatch.h"
40
41
42 #if FEATURE_feedback
43
44
45 #define FB_3D 0x01
46 #define FB_4D 0x02
47 #define FB_INDEX 0x04
48 #define FB_COLOR 0x08
49 #define FB_TEXTURE 0X10
50
51
52
53 static void GLAPIENTRY
54 _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
55 {
56 GET_CURRENT_CONTEXT(ctx);
57 ASSERT_OUTSIDE_BEGIN_END(ctx);
58
59 if (ctx->RenderMode==GL_FEEDBACK) {
60 _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
61 return;
62 }
63 if (size<0) {
64 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
65 return;
66 }
67 if (!buffer) {
68 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
69 ctx->Feedback.BufferSize = 0;
70 return;
71 }
72
73 switch (type) {
74 case GL_2D:
75 ctx->Feedback._Mask = 0;
76 break;
77 case GL_3D:
78 ctx->Feedback._Mask = FB_3D;
79 break;
80 case GL_3D_COLOR:
81 ctx->Feedback._Mask = (FB_3D |
82 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX));
83 break;
84 case GL_3D_COLOR_TEXTURE:
85 ctx->Feedback._Mask = (FB_3D |
86 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
87 FB_TEXTURE);
88 break;
89 case GL_4D_COLOR_TEXTURE:
90 ctx->Feedback._Mask = (FB_3D | FB_4D |
91 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
92 FB_TEXTURE);
93 break;
94 default:
95 _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
96 return;
97 }
98
99 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
100 ctx->Feedback.Type = type;
101 ctx->Feedback.BufferSize = size;
102 ctx->Feedback.Buffer = buffer;
103 ctx->Feedback.Count = 0; /* Becaues of this. */
104 }
105
106
107 static void GLAPIENTRY
108 _mesa_PassThrough( GLfloat token )
109 {
110 GET_CURRENT_CONTEXT(ctx);
111 ASSERT_OUTSIDE_BEGIN_END(ctx);
112
113 if (ctx->RenderMode==GL_FEEDBACK) {
114 FLUSH_VERTICES(ctx, 0);
115 _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
116 _mesa_feedback_token( ctx, token );
117 }
118 }
119
120
121 /**
122 * Put a vertex into the feedback buffer.
123 */
124 void
125 _mesa_feedback_vertex(GLcontext *ctx,
126 const GLfloat win[4],
127 const GLfloat color[4],
128 GLfloat index,
129 const GLfloat texcoord[4])
130 {
131 _mesa_feedback_token( ctx, win[0] );
132 _mesa_feedback_token( ctx, win[1] );
133 if (ctx->Feedback._Mask & FB_3D) {
134 _mesa_feedback_token( ctx, win[2] );
135 }
136 if (ctx->Feedback._Mask & FB_4D) {
137 _mesa_feedback_token( ctx, win[3] );
138 }
139 if (ctx->Feedback._Mask & FB_INDEX) {
140 _mesa_feedback_token( ctx, (GLfloat) index );
141 }
142 if (ctx->Feedback._Mask & FB_COLOR) {
143 _mesa_feedback_token( ctx, color[0] );
144 _mesa_feedback_token( ctx, color[1] );
145 _mesa_feedback_token( ctx, color[2] );
146 _mesa_feedback_token( ctx, color[3] );
147 }
148 if (ctx->Feedback._Mask & FB_TEXTURE) {
149 _mesa_feedback_token( ctx, texcoord[0] );
150 _mesa_feedback_token( ctx, texcoord[1] );
151 _mesa_feedback_token( ctx, texcoord[2] );
152 _mesa_feedback_token( ctx, texcoord[3] );
153 }
154 }
155
156
157 /**********************************************************************/
158 /** \name Selection */
159 /*@{*/
160
161 /**
162 * Establish a buffer for selection mode values.
163 *
164 * \param size buffer size.
165 * \param buffer buffer.
166 *
167 * \sa glSelectBuffer().
168 *
169 * \note this function can't be put in a display list.
170 *
171 * Verifies we're not in selection mode, flushes the vertices and initialize
172 * the fields in __GLcontextRec::Select with the given buffer.
173 */
174 static void GLAPIENTRY
175 _mesa_SelectBuffer( GLsizei size, GLuint *buffer )
176 {
177 GET_CURRENT_CONTEXT(ctx);
178 ASSERT_OUTSIDE_BEGIN_END(ctx);
179
180 if (ctx->RenderMode==GL_SELECT) {
181 _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
182 return; /* KW: added return */
183 }
184
185 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
186 ctx->Select.Buffer = buffer;
187 ctx->Select.BufferSize = size;
188 ctx->Select.BufferCount = 0;
189 ctx->Select.HitFlag = GL_FALSE;
190 ctx->Select.HitMinZ = 1.0;
191 ctx->Select.HitMaxZ = 0.0;
192 }
193
194
195 /**
196 * Write a value of a record into the selection buffer.
197 *
198 * \param ctx GL context.
199 * \param value value.
200 *
201 * Verifies there is free space in the buffer to write the value and
202 * increments the pointer.
203 */
204 static INLINE void
205 write_record(GLcontext *ctx, GLuint value)
206 {
207 if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
208 ctx->Select.Buffer[ctx->Select.BufferCount] = value;
209 }
210 ctx->Select.BufferCount++;
211 }
212
213
214 /**
215 * Update the hit flag and the maximum and minimum depth values.
216 *
217 * \param ctx GL context.
218 * \param z depth.
219 *
220 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
221 * gl_selection::HitMaxZ.
222 */
223 void
224 _mesa_update_hitflag(GLcontext *ctx, GLfloat z)
225 {
226 ctx->Select.HitFlag = GL_TRUE;
227 if (z < ctx->Select.HitMinZ) {
228 ctx->Select.HitMinZ = z;
229 }
230 if (z > ctx->Select.HitMaxZ) {
231 ctx->Select.HitMaxZ = z;
232 }
233 }
234
235
236 /**
237 * Write the hit record.
238 *
239 * \param ctx GL context.
240 *
241 * Write the hit record, i.e., the number of names in the stack, the minimum and
242 * maximum depth values and the number of names in the name stack at the time
243 * of the event. Resets the hit flag.
244 *
245 * \sa gl_selection.
246 */
247 static void
248 write_hit_record(GLcontext *ctx)
249 {
250 GLuint i;
251 GLuint zmin, zmax, zscale = (~0u);
252
253 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
254 /* 2^32-1 and round to nearest unsigned integer. */
255
256 assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
257 zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
258 zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
259
260 write_record( ctx, ctx->Select.NameStackDepth );
261 write_record( ctx, zmin );
262 write_record( ctx, zmax );
263 for (i = 0; i < ctx->Select.NameStackDepth; i++) {
264 write_record( ctx, ctx->Select.NameStack[i] );
265 }
266
267 ctx->Select.Hits++;
268 ctx->Select.HitFlag = GL_FALSE;
269 ctx->Select.HitMinZ = 1.0;
270 ctx->Select.HitMaxZ = -1.0;
271 }
272
273
274 /**
275 * Initialize the name stack.
276 *
277 * Verifies we are in select mode and resets the name stack depth and resets
278 * the hit record data in gl_selection. Marks new render mode in
279 * __GLcontextRec::NewState.
280 */
281 static void GLAPIENTRY
282 _mesa_InitNames( void )
283 {
284 GET_CURRENT_CONTEXT(ctx);
285 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
286
287 /* Record the hit before the HitFlag is wiped out again. */
288 if (ctx->RenderMode == GL_SELECT) {
289 if (ctx->Select.HitFlag) {
290 write_hit_record( ctx );
291 }
292 }
293 ctx->Select.NameStackDepth = 0;
294 ctx->Select.HitFlag = GL_FALSE;
295 ctx->Select.HitMinZ = 1.0;
296 ctx->Select.HitMaxZ = 0.0;
297 ctx->NewState |= _NEW_RENDERMODE;
298 }
299
300
301 /**
302 * Load the top-most name of the name stack.
303 *
304 * \param name name.
305 *
306 * Verifies we are in selection mode and that the name stack is not empty.
307 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
308 * and replace the top-most name in the stack.
309 *
310 * sa __GLcontextRec::Select.
311 */
312 static void GLAPIENTRY
313 _mesa_LoadName( GLuint name )
314 {
315 GET_CURRENT_CONTEXT(ctx);
316 ASSERT_OUTSIDE_BEGIN_END(ctx);
317
318 if (ctx->RenderMode != GL_SELECT) {
319 return;
320 }
321 if (ctx->Select.NameStackDepth == 0) {
322 _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
323 return;
324 }
325
326 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
327
328 if (ctx->Select.HitFlag) {
329 write_hit_record( ctx );
330 }
331 if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
332 ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
333 }
334 else {
335 ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
336 }
337 }
338
339
340 /**
341 * Push a name into the name stack.
342 *
343 * \param name name.
344 *
345 * Verifies we are in selection mode and that the name stack is not full.
346 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
347 * and adds the name to the top of the name stack.
348 *
349 * sa __GLcontextRec::Select.
350 */
351 static void GLAPIENTRY
352 _mesa_PushName( GLuint name )
353 {
354 GET_CURRENT_CONTEXT(ctx);
355 ASSERT_OUTSIDE_BEGIN_END(ctx);
356
357 if (ctx->RenderMode != GL_SELECT) {
358 return;
359 }
360
361 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
362 if (ctx->Select.HitFlag) {
363 write_hit_record( ctx );
364 }
365 if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
366 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
367 }
368 else
369 ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
370 }
371
372
373 /**
374 * Pop a name into the name stack.
375 *
376 * Verifies we are in selection mode and that the name stack is not empty.
377 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
378 * and removes top-most name in the name stack.
379 *
380 * sa __GLcontextRec::Select.
381 */
382 static void GLAPIENTRY
383 _mesa_PopName( void )
384 {
385 GET_CURRENT_CONTEXT(ctx);
386 ASSERT_OUTSIDE_BEGIN_END(ctx);
387
388 if (ctx->RenderMode != GL_SELECT) {
389 return;
390 }
391
392 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
393 if (ctx->Select.HitFlag) {
394 write_hit_record( ctx );
395 }
396 if (ctx->Select.NameStackDepth == 0) {
397 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
398 }
399 else
400 ctx->Select.NameStackDepth--;
401 }
402
403 /*@}*/
404
405
406 /**********************************************************************/
407 /** \name Render Mode */
408 /*@{*/
409
410 /**
411 * Set rasterization mode.
412 *
413 * \param mode rasterization mode.
414 *
415 * \note this function can't be put in a display list.
416 *
417 * \sa glRenderMode().
418 *
419 * Flushes the vertices and do the necessary cleanup according to the previous
420 * rasterization mode, such as writing the hit record or resent the select
421 * buffer index when exiting the select mode. Updates
422 * __GLcontextRec::RenderMode and notifies the driver via the
423 * dd_function_table::RenderMode callback.
424 */
425 static GLint GLAPIENTRY
426 _mesa_RenderMode( GLenum mode )
427 {
428 GET_CURRENT_CONTEXT(ctx);
429 GLint result;
430 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
431
432 if (MESA_VERBOSE & VERBOSE_API)
433 _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
434
435 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
436
437 switch (ctx->RenderMode) {
438 case GL_RENDER:
439 result = 0;
440 break;
441 case GL_SELECT:
442 if (ctx->Select.HitFlag) {
443 write_hit_record( ctx );
444 }
445 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
446 /* overflow */
447 #ifdef DEBUG
448 _mesa_warning(ctx, "Feedback buffer overflow");
449 #endif
450 result = -1;
451 }
452 else {
453 result = ctx->Select.Hits;
454 }
455 ctx->Select.BufferCount = 0;
456 ctx->Select.Hits = 0;
457 ctx->Select.NameStackDepth = 0;
458 break;
459 #if _HAVE_FULL_GL
460 case GL_FEEDBACK:
461 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
462 /* overflow */
463 result = -1;
464 }
465 else {
466 result = ctx->Feedback.Count;
467 }
468 ctx->Feedback.Count = 0;
469 break;
470 #endif
471 default:
472 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
473 return 0;
474 }
475
476 switch (mode) {
477 case GL_RENDER:
478 break;
479 case GL_SELECT:
480 if (ctx->Select.BufferSize==0) {
481 /* haven't called glSelectBuffer yet */
482 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
483 }
484 break;
485 #if _HAVE_FULL_GL
486 case GL_FEEDBACK:
487 if (ctx->Feedback.BufferSize==0) {
488 /* haven't called glFeedbackBuffer yet */
489 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
490 }
491 break;
492 #endif
493 default:
494 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
495 return 0;
496 }
497
498 ctx->RenderMode = mode;
499 if (ctx->Driver.RenderMode)
500 ctx->Driver.RenderMode( ctx, mode );
501
502 return result;
503 }
504
505 /*@}*/
506
507
508 void
509 _mesa_init_feedback_dispatch(struct _glapi_table *disp)
510 {
511 SET_InitNames(disp, _mesa_InitNames);
512 SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
513 SET_LoadName(disp, _mesa_LoadName);
514 SET_PassThrough(disp, _mesa_PassThrough);
515 SET_PopName(disp, _mesa_PopName);
516 SET_PushName(disp, _mesa_PushName);
517 SET_SelectBuffer(disp, _mesa_SelectBuffer);
518 SET_RenderMode(disp, _mesa_RenderMode);
519 }
520
521
522 #endif /* FEATURE_feedback */
523
524
525 /**********************************************************************/
526 /** \name Initialization */
527 /*@{*/
528
529 /**
530 * Initialize context feedback data.
531 */
532 void _mesa_init_feedback( GLcontext * ctx )
533 {
534 /* Feedback */
535 ctx->Feedback.Type = GL_2D; /* TODO: verify */
536 ctx->Feedback.Buffer = NULL;
537 ctx->Feedback.BufferSize = 0;
538 ctx->Feedback.Count = 0;
539
540 /* Selection/picking */
541 ctx->Select.Buffer = NULL;
542 ctx->Select.BufferSize = 0;
543 ctx->Select.BufferCount = 0;
544 ctx->Select.Hits = 0;
545 ctx->Select.NameStackDepth = 0;
546
547 /* Miscellaneous */
548 ctx->RenderMode = GL_RENDER;
549 }
550
551 /*@}*/