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/**************************************************************************
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 *
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 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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/**
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 * GL_SELECT and GL_FEEDBACK render modes.
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 * Basically, we use a private instance of the 'draw' module for doing
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 * selection/feedback.  It would be nice to use the transform_feedback
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 * hardware feature, but it's defined as happening pre-clip and we want
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 * post-clipped primitives.  Also, there's concerns about the efficiency
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 * of using the hardware for this anyway.
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 *
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 * Authors:
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 *   Brian Paul
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 */
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#include "main/imports.h"
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#include "main/context.h"
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#include "main/feedback.h"
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#include "vbo/vbo.h"
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#include "st_context.h"
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#include "st_draw.h"
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#include "st_cb_feedback.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "draw/draw_context.h"
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#include "draw/draw_pipe.h"
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/**
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 * This is actually used for both feedback and selection.
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 */
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struct feedback_stage
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{
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   struct draw_stage stage;   /**< Base class */
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   struct gl_context *ctx;            /**< Rendering context */
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   GLboolean reset_stipple_counter;
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};
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/**********************************************************************
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 * GL Feedback functions
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 **********************************************************************/
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static INLINE struct feedback_stage *
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feedback_stage( struct draw_stage *stage )
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{
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   return (struct feedback_stage *)stage;
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}
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static void
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feedback_vertex(struct gl_context *ctx, const struct draw_context *draw,
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                const struct vertex_header *v)
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{
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   const struct st_context *st = st_context(ctx);
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   GLfloat win[4];
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   const GLfloat *color, *texcoord;
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   GLuint slot;
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   /* Recall that Y=0=Top of window for Gallium wincoords */
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   win[0] = v->data[0][0];
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   win[1] = ctx->DrawBuffer->Height - v->data[0][1];
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   win[2] = v->data[0][2];
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   win[3] = 1.0F / v->data[0][3];
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   /* XXX
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    * When we compute vertex layout, save info about position of the
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    * color and texcoord attribs to use here.
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    */
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   slot = st->vertex_result_to_slot[VARYING_SLOT_COL0];
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   if (slot != ~0U)
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      color = v->data[slot];
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   else
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      color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
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   slot = st->vertex_result_to_slot[VARYING_SLOT_TEX0];
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   if (slot != ~0U)
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      texcoord = v->data[slot];
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   else
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      texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0];
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   _mesa_feedback_vertex(ctx, win, color, texcoord);
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}
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static void
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feedback_tri( struct draw_stage *stage, struct prim_header *prim )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   struct draw_context *draw = stage->draw;
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   _mesa_feedback_token(fs->ctx, (GLfloat) GL_POLYGON_TOKEN);
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   _mesa_feedback_token(fs->ctx, (GLfloat) 3); /* three vertices */
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   feedback_vertex(fs->ctx, draw, prim->v[0]);
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   feedback_vertex(fs->ctx, draw, prim->v[1]);
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   feedback_vertex(fs->ctx, draw, prim->v[2]);
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}
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static void
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feedback_line( struct draw_stage *stage, struct prim_header *prim )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   struct draw_context *draw = stage->draw;
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   if (fs->reset_stipple_counter) {
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      _mesa_feedback_token(fs->ctx, (GLfloat) GL_LINE_RESET_TOKEN);
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      fs->reset_stipple_counter = GL_FALSE;
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   }
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   else {
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      _mesa_feedback_token(fs->ctx, (GLfloat) GL_LINE_TOKEN);
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   }
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   feedback_vertex(fs->ctx, draw, prim->v[0]);
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   feedback_vertex(fs->ctx, draw, prim->v[1]);
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}
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static void
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feedback_point( struct draw_stage *stage, struct prim_header *prim )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   struct draw_context *draw = stage->draw;
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   _mesa_feedback_token(fs->ctx, (GLfloat) GL_POINT_TOKEN);
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   feedback_vertex(fs->ctx, draw, prim->v[0]);
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}
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static void
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feedback_flush( struct draw_stage *stage, unsigned flags )
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{
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   /* no-op */
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}
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static void
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feedback_reset_stipple_counter( struct draw_stage *stage )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   fs->reset_stipple_counter = GL_TRUE;
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}
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static void
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feedback_destroy( struct draw_stage *stage )
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{
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   /* no-op */
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}
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/**
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 * Create GL feedback drawing stage.
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 */
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static struct draw_stage *
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draw_glfeedback_stage(struct gl_context *ctx, struct draw_context *draw)
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{
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   struct feedback_stage *fs = ST_CALLOC_STRUCT(feedback_stage);
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   fs->stage.draw = draw;
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   fs->stage.next = NULL;
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   fs->stage.point = feedback_point;
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   fs->stage.line = feedback_line;
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   fs->stage.tri = feedback_tri;
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   fs->stage.flush = feedback_flush;
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   fs->stage.reset_stipple_counter = feedback_reset_stipple_counter;
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   fs->stage.destroy = feedback_destroy;
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   fs->ctx = ctx;
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   return &fs->stage;
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}
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/**********************************************************************
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 * GL Selection functions
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 **********************************************************************/
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static void
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select_tri( struct draw_stage *stage, struct prim_header *prim )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   _mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
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   _mesa_update_hitflag( fs->ctx, prim->v[1]->data[0][2] );
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   _mesa_update_hitflag( fs->ctx, prim->v[2]->data[0][2] );
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}
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static void
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select_line( struct draw_stage *stage, struct prim_header *prim )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   _mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
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   _mesa_update_hitflag( fs->ctx, prim->v[1]->data[0][2] );
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}
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static void
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select_point( struct draw_stage *stage, struct prim_header *prim )
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{
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   struct feedback_stage *fs = feedback_stage(stage);
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   _mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
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}
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static void
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select_flush( struct draw_stage *stage, unsigned flags )
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{
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   /* no-op */
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}
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static void
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select_reset_stipple_counter( struct draw_stage *stage )
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{
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   /* no-op */
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}
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static void
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select_destroy( struct draw_stage *stage )
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{
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   /* no-op */
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}
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/**
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 * Create GL selection mode drawing stage.
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 */
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static struct draw_stage *
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draw_glselect_stage(struct gl_context *ctx, struct draw_context *draw)
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{
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   struct feedback_stage *fs = ST_CALLOC_STRUCT(feedback_stage);
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   fs->stage.draw = draw;
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   fs->stage.next = NULL;
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   fs->stage.point = select_point;
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   fs->stage.line = select_line;
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   fs->stage.tri = select_tri;
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   fs->stage.flush = select_flush;
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   fs->stage.reset_stipple_counter = select_reset_stipple_counter;
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   fs->stage.destroy = select_destroy;
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   fs->ctx = ctx;
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267
   return &fs->stage;
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}
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static void
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st_RenderMode(struct gl_context *ctx, GLenum newMode )
273
{
274
   struct st_context *st = st_context(ctx);
275
   struct draw_context *draw = st->draw;
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277
   if (newMode == GL_RENDER) {
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      /* restore normal VBO draw function */
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      vbo_set_draw_func(ctx, st_draw_vbo);
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   }
281
   else if (newMode == GL_SELECT) {
282
      if (!st->selection_stage)
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         st->selection_stage = draw_glselect_stage(ctx, draw);
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      draw_set_rasterize_stage(draw, st->selection_stage);
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      /* Plug in new vbo draw function */
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      vbo_set_draw_func(ctx, st_feedback_draw_vbo);
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   }
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   else {
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      if (!st->feedback_stage)
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         st->feedback_stage = draw_glfeedback_stage(ctx, draw);
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      draw_set_rasterize_stage(draw, st->feedback_stage);
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      /* Plug in new vbo draw function */
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      vbo_set_draw_func(ctx, st_feedback_draw_vbo);
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      /* need to generate/use a vertex program that emits pos/color/tex */
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      st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
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   }
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}
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299
 
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301
void st_init_feedback_functions(struct dd_function_table *functions)
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{
303
   functions->RenderMode = st_RenderMode;
304
}