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1901 serge 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 "main/dispatch.h"
40
 
41
 
42
#if FEATURE_feedback
43
 
44
 
45
#define FB_3D		0x01
46
#define FB_4D		0x02
47
#define FB_COLOR	0x04
48
#define FB_TEXTURE	0X08
49
 
50
 
51
 
52
static void GLAPIENTRY
53
_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
54
{
55
   GET_CURRENT_CONTEXT(ctx);
56
   ASSERT_OUTSIDE_BEGIN_END(ctx);
57
 
58
   if (ctx->RenderMode==GL_FEEDBACK) {
59
      _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
60
      return;
61
   }
62
   if (size<0) {
63
      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
64
      return;
65
   }
66
   if (!buffer) {
67
      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
68
      ctx->Feedback.BufferSize = 0;
69
      return;
70
   }
71
 
72
   switch (type) {
73
      case GL_2D:
74
	 ctx->Feedback._Mask = 0;
75
	 break;
76
      case GL_3D:
77
	 ctx->Feedback._Mask = FB_3D;
78
	 break;
79
      case GL_3D_COLOR:
80
	 ctx->Feedback._Mask = (FB_3D | FB_COLOR);
81
	 break;
82
      case GL_3D_COLOR_TEXTURE:
83
	 ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
84
	 break;
85
      case GL_4D_COLOR_TEXTURE:
86
	 ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
87
	 break;
88
      default:
89
         _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
90
	 return;
91
   }
92
 
93
   FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
94
   ctx->Feedback.Type = type;
95
   ctx->Feedback.BufferSize = size;
96
   ctx->Feedback.Buffer = buffer;
97
   ctx->Feedback.Count = 0;	              /* Becaues of this. */
98
}
99
 
100
 
101
static void GLAPIENTRY
102
_mesa_PassThrough( GLfloat token )
103
{
104
   GET_CURRENT_CONTEXT(ctx);
105
   ASSERT_OUTSIDE_BEGIN_END(ctx);
106
 
107
   if (ctx->RenderMode==GL_FEEDBACK) {
108
      FLUSH_VERTICES(ctx, 0);
109
      _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
110
      _mesa_feedback_token( ctx, token );
111
   }
112
}
113
 
114
 
115
/**
116
 * Put a vertex into the feedback buffer.
117
 */
118
void
119
_mesa_feedback_vertex(struct gl_context *ctx,
120
                      const GLfloat win[4],
121
                      const GLfloat color[4],
122
                      const GLfloat texcoord[4])
123
{
124
   _mesa_feedback_token( ctx, win[0] );
125
   _mesa_feedback_token( ctx, win[1] );
126
   if (ctx->Feedback._Mask & FB_3D) {
127
      _mesa_feedback_token( ctx, win[2] );
128
   }
129
   if (ctx->Feedback._Mask & FB_4D) {
130
      _mesa_feedback_token( ctx, win[3] );
131
   }
132
   if (ctx->Feedback._Mask & FB_COLOR) {
133
      _mesa_feedback_token( ctx, color[0] );
134
      _mesa_feedback_token( ctx, color[1] );
135
      _mesa_feedback_token( ctx, color[2] );
136
      _mesa_feedback_token( ctx, color[3] );
137
   }
138
   if (ctx->Feedback._Mask & FB_TEXTURE) {
139
      _mesa_feedback_token( ctx, texcoord[0] );
140
      _mesa_feedback_token( ctx, texcoord[1] );
141
      _mesa_feedback_token( ctx, texcoord[2] );
142
      _mesa_feedback_token( ctx, texcoord[3] );
143
   }
144
}
145
 
146
 
147
/**********************************************************************/
148
/** \name Selection */
149
/*@{*/
150
 
151
/**
152
 * Establish a buffer for selection mode values.
153
 *
154
 * \param size buffer size.
155
 * \param buffer buffer.
156
 *
157
 * \sa glSelectBuffer().
158
 *
159
 * \note this function can't be put in a display list.
160
 *
161
 * Verifies we're not in selection mode, flushes the vertices and initialize
162
 * the fields in __struct gl_contextRec::Select with the given buffer.
163
 */
164
static void GLAPIENTRY
165
_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
166
{
167
   GET_CURRENT_CONTEXT(ctx);
168
   ASSERT_OUTSIDE_BEGIN_END(ctx);
169
 
170
   if (ctx->RenderMode==GL_SELECT) {
171
      _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
172
      return;			/* KW: added return */
173
   }
174
 
175
   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
176
   ctx->Select.Buffer = buffer;
177
   ctx->Select.BufferSize = size;
178
   ctx->Select.BufferCount = 0;
179
   ctx->Select.HitFlag = GL_FALSE;
180
   ctx->Select.HitMinZ = 1.0;
181
   ctx->Select.HitMaxZ = 0.0;
182
}
183
 
184
 
185
/**
186
 * Write a value of a record into the selection buffer.
187
 *
188
 * \param ctx GL context.
189
 * \param value value.
190
 *
191
 * Verifies there is free space in the buffer to write the value and
192
 * increments the pointer.
193
 */
194
static INLINE void
195
write_record(struct gl_context *ctx, GLuint value)
196
{
197
   if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
198
      ctx->Select.Buffer[ctx->Select.BufferCount] = value;
199
   }
200
   ctx->Select.BufferCount++;
201
}
202
 
203
 
204
/**
205
 * Update the hit flag and the maximum and minimum depth values.
206
 *
207
 * \param ctx GL context.
208
 * \param z depth.
209
 *
210
 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
211
 * gl_selection::HitMaxZ.
212
 */
213
void
214
_mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
215
{
216
   ctx->Select.HitFlag = GL_TRUE;
217
   if (z < ctx->Select.HitMinZ) {
218
      ctx->Select.HitMinZ = z;
219
   }
220
   if (z > ctx->Select.HitMaxZ) {
221
      ctx->Select.HitMaxZ = z;
222
   }
223
}
224
 
225
 
226
/**
227
 * Write the hit record.
228
 *
229
 * \param ctx GL context.
230
 *
231
 * Write the hit record, i.e., the number of names in the stack, the minimum and
232
 * maximum depth values and the number of names in the name stack at the time
233
 * of the event. Resets the hit flag.
234
 *
235
 * \sa gl_selection.
236
 */
237
static void
238
write_hit_record(struct gl_context *ctx)
239
{
240
   GLuint i;
241
   GLuint zmin, zmax, zscale = (~0u);
242
 
243
   /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
244
   /* 2^32-1 and round to nearest unsigned integer. */
245
 
246
   assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
247
   zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
248
   zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
249
 
250
   write_record( ctx, ctx->Select.NameStackDepth );
251
   write_record( ctx, zmin );
252
   write_record( ctx, zmax );
253
   for (i = 0; i < ctx->Select.NameStackDepth; i++) {
254
      write_record( ctx, ctx->Select.NameStack[i] );
255
   }
256
 
257
   ctx->Select.Hits++;
258
   ctx->Select.HitFlag = GL_FALSE;
259
   ctx->Select.HitMinZ = 1.0;
260
   ctx->Select.HitMaxZ = -1.0;
261
}
262
 
263
 
264
/**
265
 * Initialize the name stack.
266
 *
267
 * Verifies we are in select mode and resets the name stack depth and resets
268
 * the hit record data in gl_selection. Marks new render mode in
269
 * __struct gl_contextRec::NewState.
270
 */
271
static void GLAPIENTRY
272
_mesa_InitNames( void )
273
{
274
   GET_CURRENT_CONTEXT(ctx);
275
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
276
 
277
   /* Record the hit before the HitFlag is wiped out again. */
278
   if (ctx->RenderMode == GL_SELECT) {
279
      if (ctx->Select.HitFlag) {
280
         write_hit_record( ctx );
281
      }
282
   }
283
   ctx->Select.NameStackDepth = 0;
284
   ctx->Select.HitFlag = GL_FALSE;
285
   ctx->Select.HitMinZ = 1.0;
286
   ctx->Select.HitMaxZ = 0.0;
287
   ctx->NewState |= _NEW_RENDERMODE;
288
}
289
 
290
 
291
/**
292
 * Load the top-most name of the name stack.
293
 *
294
 * \param name name.
295
 *
296
 * Verifies we are in selection mode and that the name stack is not empty.
297
 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
298
 * and replace the top-most name in the stack.
299
 *
300
 * sa __struct gl_contextRec::Select.
301
 */
302
static void GLAPIENTRY
303
_mesa_LoadName( GLuint name )
304
{
305
   GET_CURRENT_CONTEXT(ctx);
306
   ASSERT_OUTSIDE_BEGIN_END(ctx);
307
 
308
   if (ctx->RenderMode != GL_SELECT) {
309
      return;
310
   }
311
   if (ctx->Select.NameStackDepth == 0) {
312
      _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
313
      return;
314
   }
315
 
316
   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
317
 
318
   if (ctx->Select.HitFlag) {
319
      write_hit_record( ctx );
320
   }
321
   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
322
      ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
323
   }
324
   else {
325
      ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
326
   }
327
}
328
 
329
 
330
/**
331
 * Push a name into the name stack.
332
 *
333
 * \param name name.
334
 *
335
 * Verifies we are in selection mode and that the name stack is not full.
336
 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
337
 * and adds the name to the top of the name stack.
338
 *
339
 * sa __struct gl_contextRec::Select.
340
 */
341
static void GLAPIENTRY
342
_mesa_PushName( GLuint name )
343
{
344
   GET_CURRENT_CONTEXT(ctx);
345
   ASSERT_OUTSIDE_BEGIN_END(ctx);
346
 
347
   if (ctx->RenderMode != GL_SELECT) {
348
      return;
349
   }
350
 
351
   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
352
   if (ctx->Select.HitFlag) {
353
      write_hit_record( ctx );
354
   }
355
   if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
356
      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
357
   }
358
   else
359
      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
360
}
361
 
362
 
363
/**
364
 * Pop a name into the name stack.
365
 *
366
 * Verifies we are in selection mode and that the name stack is not empty.
367
 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
368
 * and removes top-most name in the name stack.
369
 *
370
 * sa __struct gl_contextRec::Select.
371
 */
372
static void GLAPIENTRY
373
_mesa_PopName( void )
374
{
375
   GET_CURRENT_CONTEXT(ctx);
376
   ASSERT_OUTSIDE_BEGIN_END(ctx);
377
 
378
   if (ctx->RenderMode != GL_SELECT) {
379
      return;
380
   }
381
 
382
   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
383
   if (ctx->Select.HitFlag) {
384
      write_hit_record( ctx );
385
   }
386
   if (ctx->Select.NameStackDepth == 0) {
387
      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
388
   }
389
   else
390
      ctx->Select.NameStackDepth--;
391
}
392
 
393
/*@}*/
394
 
395
 
396
/**********************************************************************/
397
/** \name Render Mode */
398
/*@{*/
399
 
400
/**
401
 * Set rasterization mode.
402
 *
403
 * \param mode rasterization mode.
404
 *
405
 * \note this function can't be put in a display list.
406
 *
407
 * \sa glRenderMode().
408
 *
409
 * Flushes the vertices and do the necessary cleanup according to the previous
410
 * rasterization mode, such as writing the hit record or resent the select
411
 * buffer index when exiting the select mode. Updates
412
 * __struct gl_contextRec::RenderMode and notifies the driver via the
413
 * dd_function_table::RenderMode callback.
414
 */
415
static GLint GLAPIENTRY
416
_mesa_RenderMode( GLenum mode )
417
{
418
   GET_CURRENT_CONTEXT(ctx);
419
   GLint result;
420
   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
421
 
422
   if (MESA_VERBOSE & VERBOSE_API)
423
      _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
424
 
425
   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
426
 
427
   switch (ctx->RenderMode) {
428
      case GL_RENDER:
429
	 result = 0;
430
	 break;
431
      case GL_SELECT:
432
	 if (ctx->Select.HitFlag) {
433
	    write_hit_record( ctx );
434
	 }
435
	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
436
	    /* overflow */
437
#ifdef DEBUG
438
            _mesa_warning(ctx, "Feedback buffer overflow");
439
#endif
440
	    result = -1;
441
	 }
442
	 else {
443
	    result = ctx->Select.Hits;
444
	 }
445
	 ctx->Select.BufferCount = 0;
446
	 ctx->Select.Hits = 0;
447
	 ctx->Select.NameStackDepth = 0;
448
	 break;
449
#if _HAVE_FULL_GL
450
      case GL_FEEDBACK:
451
	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
452
	    /* overflow */
453
	    result = -1;
454
	 }
455
	 else {
456
	    result = ctx->Feedback.Count;
457
	 }
458
	 ctx->Feedback.Count = 0;
459
	 break;
460
#endif
461
      default:
462
	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
463
	 return 0;
464
   }
465
 
466
   switch (mode) {
467
      case GL_RENDER:
468
         break;
469
      case GL_SELECT:
470
	 if (ctx->Select.BufferSize==0) {
471
	    /* haven't called glSelectBuffer yet */
472
	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
473
	 }
474
	 break;
475
#if _HAVE_FULL_GL
476
      case GL_FEEDBACK:
477
	 if (ctx->Feedback.BufferSize==0) {
478
	    /* haven't called glFeedbackBuffer yet */
479
	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
480
	 }
481
	 break;
482
#endif
483
      default:
484
	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
485
	 return 0;
486
   }
487
 
488
   ctx->RenderMode = mode;
489
   if (ctx->Driver.RenderMode)
490
      ctx->Driver.RenderMode( ctx, mode );
491
 
492
   return result;
493
}
494
 
495
/*@}*/
496
 
497
 
498
void
499
_mesa_init_feedback_dispatch(struct _glapi_table *disp)
500
{
501
   SET_InitNames(disp, _mesa_InitNames);
502
   SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
503
   SET_LoadName(disp, _mesa_LoadName);
504
   SET_PassThrough(disp, _mesa_PassThrough);
505
   SET_PopName(disp, _mesa_PopName);
506
   SET_PushName(disp, _mesa_PushName);
507
   SET_SelectBuffer(disp, _mesa_SelectBuffer);
508
   SET_RenderMode(disp, _mesa_RenderMode);
509
}
510
 
511
 
512
#endif /* FEATURE_feedback */
513
 
514
 
515
/**********************************************************************/
516
/** \name Initialization */
517
/*@{*/
518
 
519
/**
520
 * Initialize context feedback data.
521
 */
522
void _mesa_init_feedback( struct gl_context * ctx )
523
{
524
   /* Feedback */
525
   ctx->Feedback.Type = GL_2D;   /* TODO: verify */
526
   ctx->Feedback.Buffer = NULL;
527
   ctx->Feedback.BufferSize = 0;
528
   ctx->Feedback.Count = 0;
529
 
530
   /* Selection/picking */
531
   ctx->Select.Buffer = NULL;
532
   ctx->Select.BufferSize = 0;
533
   ctx->Select.BufferCount = 0;
534
   ctx->Select.Hits = 0;
535
   ctx->Select.NameStackDepth = 0;
536
 
537
   /* Miscellaneous */
538
   ctx->RenderMode = GL_RENDER;
539
}
540
 
541
/*@}*/