mesa: add _mesa_program_state_value_size() helper
[mesa.git] / src / mesa / swrast / s_feedback.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "main/glheader.h"
26 #include "main/feedback.h"
27 #include "main/macros.h"
28
29 #include "s_context.h"
30 #include "s_feedback.h"
31 #include "s_triangle.h"
32
33
34
35 static void
36 feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv)
37 {
38 GLfloat win[4];
39 const GLfloat *vtc = v->attrib[VARYING_SLOT_TEX0];
40 const GLfloat *color = v->attrib[VARYING_SLOT_COL0];
41
42 win[0] = v->attrib[VARYING_SLOT_POS][0];
43 win[1] = v->attrib[VARYING_SLOT_POS][1];
44 win[2] = v->attrib[VARYING_SLOT_POS][2] / ctx->DrawBuffer->_DepthMaxF;
45 win[3] = 1.0F / v->attrib[VARYING_SLOT_POS][3];
46
47 _mesa_feedback_vertex(ctx, win, color, vtc);
48 }
49
50
51 /*
52 * Put triangle in feedback buffer.
53 */
54 void
55 _swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0,
56 const SWvertex *v1, const SWvertex *v2)
57 {
58 if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
59 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
60 _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
61
62 if (ctx->Light.ShadeModel == GL_SMOOTH) {
63 feedback_vertex(ctx, v0, v0);
64 feedback_vertex(ctx, v1, v1);
65 feedback_vertex(ctx, v2, v2);
66 }
67 else {
68 feedback_vertex(ctx, v0, v2);
69 feedback_vertex(ctx, v1, v2);
70 feedback_vertex(ctx, v2, v2);
71 }
72 }
73 }
74
75
76 void
77 _swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0,
78 const SWvertex *v1)
79 {
80 GLenum token = GL_LINE_TOKEN;
81 SWcontext *swrast = SWRAST_CONTEXT(ctx);
82
83 if (swrast->StippleCounter == 0)
84 token = GL_LINE_RESET_TOKEN;
85
86 _mesa_feedback_token(ctx, (GLfloat) (GLint) token);
87
88 if (ctx->Light.ShadeModel == GL_SMOOTH) {
89 feedback_vertex(ctx, v0, v0);
90 feedback_vertex(ctx, v1, v1);
91 }
92 else {
93 feedback_vertex(ctx, v0, v1);
94 feedback_vertex(ctx, v1, v1);
95 }
96
97 swrast->StippleCounter++;
98 }
99
100
101 void
102 _swrast_feedback_point(struct gl_context *ctx, const SWvertex *v)
103 {
104 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
105 feedback_vertex(ctx, v, v);
106 }
107
108
109 void
110 _swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0,
111 const SWvertex *v1, const SWvertex *v2)
112 {
113 if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
114 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
115
116 _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs );
117 _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs );
118 _mesa_update_hitflag( ctx, v2->attrib[VARYING_SLOT_POS][2] * zs );
119 }
120 }
121
122
123 void
124 _swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1)
125 {
126 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
127 _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs );
128 _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs );
129 }
130
131
132 void
133 _swrast_select_point(struct gl_context *ctx, const SWvertex *v)
134 {
135 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
136 _mesa_update_hitflag( ctx, v->attrib[VARYING_SLOT_POS][2] * zs );
137 }