/* * Mesa 3-D graphics library * * 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /** * \file feedback.c * Selection and feedback modes functions. */ #include "glheader.h" #include "c99_alloca.h" #include "context.h" #include "enums.h" #include "feedback.h" #include "macros.h" #include "mtypes.h" #include "api_exec_decl.h" #include "bufferobj.h" #include "state_tracker/st_cb_feedback.h" #define FB_3D 0x01 #define FB_4D 0x02 #define FB_COLOR 0x04 #define FB_TEXTURE 0X08 void GLAPIENTRY _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) { GET_CURRENT_CONTEXT(ctx); if (ctx->RenderMode==GL_FEEDBACK) { _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); return; } if (size<0) { _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); return; } if (!buffer && size > 0) { _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); ctx->Feedback.BufferSize = 0; return; } switch (type) { case GL_2D: ctx->Feedback._Mask = 0; break; case GL_3D: ctx->Feedback._Mask = FB_3D; break; case GL_3D_COLOR: ctx->Feedback._Mask = (FB_3D | FB_COLOR); break; case GL_3D_COLOR_TEXTURE: ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE); break; case GL_4D_COLOR_TEXTURE: ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE); break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); return; } FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); /* Always flush */ ctx->Feedback.Type = type; ctx->Feedback.BufferSize = size; ctx->Feedback.Buffer = buffer; ctx->Feedback.Count = 0; /* Because of this. */ } void GLAPIENTRY _mesa_PassThrough( GLfloat token ) { GET_CURRENT_CONTEXT(ctx); if (ctx->RenderMode==GL_FEEDBACK) { FLUSH_VERTICES(ctx, 0, 0); _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(struct gl_context *ctx, const GLfloat win[4], const GLfloat color[4], const GLfloat texcoord[4]) { _mesa_feedback_token( ctx, win[0] ); _mesa_feedback_token( ctx, win[1] ); if (ctx->Feedback._Mask & FB_3D) { _mesa_feedback_token( ctx, win[2] ); } if (ctx->Feedback._Mask & FB_4D) { _mesa_feedback_token( ctx, win[3] ); } if (ctx->Feedback._Mask & FB_COLOR) { _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) { _mesa_feedback_token( ctx, texcoord[0] ); _mesa_feedback_token( ctx, texcoord[1] ); _mesa_feedback_token( ctx, texcoord[2] ); _mesa_feedback_token( ctx, texcoord[3] ); } } /**********************************************************************/ /** \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 GLAPIENTRY _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) { GET_CURRENT_CONTEXT(ctx); if (size < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)"); return; } if (ctx->RenderMode==GL_SELECT) { _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); return; /* KW: added return */ } FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); ctx->Select.Buffer = buffer; ctx->Select.BufferSize = size; ctx->Select.BufferCount = 0; ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = 0.0; } /** * 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++; } /** * 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) { ctx->Select.HitMinZ = z; } if (z > ctx->Select.HitMaxZ) { ctx->Select.HitMaxZ = z; } } static void alloc_select_resource(struct gl_context *ctx) { struct gl_selection *s = &ctx->Select; if (!ctx->Const.HardwareAcceleratedSelect) return; if (!ctx->HWSelectModeBeginEnd) { ctx->HWSelectModeBeginEnd = _mesa_alloc_dispatch_table(false); if (!ctx->HWSelectModeBeginEnd) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "Cannot allocate HWSelectModeBeginEnd"); return; } vbo_install_hw_select_begin_end(ctx); } if (!s->SaveBuffer) { s->SaveBuffer = malloc(NAME_STACK_BUFFER_SIZE); if (!s->SaveBuffer) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "Cannot allocate name stack save buffer"); return; } } if (!s->Result) { s->Result = _mesa_bufferobj_alloc(ctx, -1); if (!s->Result) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "Cannot allocate select result buffer"); return; } GLuint init_result[MAX_NAME_STACK_RESULT_NUM * 3]; for (int i = 0; i < MAX_NAME_STACK_RESULT_NUM; i++) { init_result[i * 3] = 0; /* hit */ init_result[i * 3 + 1] = 0xffffffff; /* minz */ init_result[i * 3 + 2] = 0; /* maxz */ } bool success = _mesa_bufferobj_data(ctx, GL_SHADER_STORAGE_BUFFER, sizeof(init_result), init_result, GL_STATIC_DRAW, 0, s->Result); if (!success) { _mesa_reference_buffer_object(ctx, &s->Result, NULL); _mesa_error(ctx, GL_OUT_OF_MEMORY, "Cannot init result buffer"); return; } } } static bool save_used_name_stack(struct gl_context *ctx) { struct gl_selection *s = &ctx->Select; if (!ctx->Const.HardwareAcceleratedSelect) return false; /* We have two kinds of name stack user: * 1. glRasterPos (CPU based) will set HitFlag * 2. draw call for GPU will set ResultUsed */ if (!s->ResultUsed && !s->HitFlag) return false; void *save = (char *)s->SaveBuffer + s->SaveBufferTail; /* save meta data */ uint8_t *metadata = save; metadata[0] = s->HitFlag; metadata[1] = s->ResultUsed; metadata[2] = s->NameStackDepth; metadata[3] = 0; /* save hit data */ int index = 1; if (s->HitFlag) { float *hit = save; hit[index++] = s->HitMinZ; hit[index++] = s->HitMaxZ; } /* save name stack */ memcpy((uint32_t *)save + index, s->NameStack, s->NameStackDepth * sizeof(GLuint)); index += s->NameStackDepth; s->SaveBufferTail += index * sizeof(GLuint); s->SavedStackNum++; /* if current slot has been used, store result to next slot in result buffer */ if (s->ResultUsed) s->ResultOffset += 3 * sizeof(GLuint); /* reset fields */ s->HitFlag = GL_FALSE; s->HitMinZ = 1.0; s->HitMaxZ = 0; s->ResultUsed = GL_FALSE; /* return true if we have no enough space for the next name stack data */ return s->ResultOffset >= MAX_NAME_STACK_RESULT_NUM * 3 * sizeof(GLuint) || s->SaveBufferTail >= NAME_STACK_BUFFER_SIZE - (MAX_NAME_STACK_DEPTH + 3) * sizeof(GLuint); } static void update_hit_record(struct gl_context *ctx) { struct gl_selection *s = &ctx->Select; if (ctx->Const.HardwareAcceleratedSelect) { if (!s->SavedStackNum) return; unsigned size = s->ResultOffset; GLuint *result = size ? alloca(size) : NULL; _mesa_bufferobj_get_subdata(ctx, 0, size, result, s->Result); unsigned index = 0; unsigned *save = s->SaveBuffer; for (int i = 0; i < s->SavedStackNum; i++) { uint8_t *metadata = (uint8_t *)(save++); unsigned zmin, zmax; bool cpu_hit = !!metadata[0]; if (cpu_hit) { /* map [0, 1] to [0, UINT_MAX]*/ zmin = (unsigned) ((float)(~0u) * *(float *)(save++)); zmax = (unsigned) ((float)(~0u) * *(float *)(save++)); } else { zmin = ~0u; zmax = 0; } bool gpu_hit = false; if (metadata[1]) { gpu_hit = !!result[index]; if (gpu_hit) { zmin = MIN2(zmin, result[index + 1]); zmax = MAX2(zmax, result[index + 2]); /* reset data */ result[index] = 0; /* hit */ result[index + 1] = 0xffffffff; /* minz */ result[index + 2] = 0; /* maxz */ } index += 3; } int depth = metadata[2]; if (cpu_hit || gpu_hit) { /* hit */ write_record(ctx, depth); write_record(ctx, zmin); write_record(ctx, zmax); for (int j = 0; j < depth; j++) write_record(ctx, save[j]); s->Hits++; } save += depth; } /* reset result buffer */ _mesa_bufferobj_subdata(ctx, 0, size, result, s->Result); s->SaveBufferTail = 0; s->SavedStackNum = 0; s->ResultOffset = 0; } else { if (!s->HitFlag) return; /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */ /* 2^32-1 and round to nearest unsigned integer. */ GLuint zscale = (~0u); GLuint zmin = (GLuint) ((GLfloat) zscale * s->HitMinZ); GLuint zmax = (GLuint) ((GLfloat) zscale * s->HitMaxZ); write_record(ctx, s->NameStackDepth); write_record(ctx, zmin); write_record(ctx, zmax); for (int i = 0; i < s->NameStackDepth; i++) write_record(ctx, s->NameStack[i]); s->HitFlag = GL_FALSE; s->HitMinZ = 1.0; s->HitMaxZ = -1.0; s->Hits++; } } static void reset_name_stack_to_empty(struct gl_context *ctx) { struct gl_selection *s = &ctx->Select; s->NameStackDepth = 0; s->HitFlag = GL_FALSE; s->HitMinZ = 1.0; s->HitMaxZ = 0.0; if (ctx->Const.HardwareAcceleratedSelect) { s->SaveBufferTail = 0; s->SavedStackNum = 0; s->ResultUsed = GL_FALSE; s->ResultOffset = 0; } } /** * Initialize the name stack. */ void GLAPIENTRY _mesa_InitNames( void ) { GET_CURRENT_CONTEXT(ctx); /* Calls to glInitNames while the render mode is not GL_SELECT are ignored. */ if (ctx->RenderMode != GL_SELECT) return; FLUSH_VERTICES(ctx, 0, 0); save_used_name_stack(ctx); update_hit_record(ctx); reset_name_stack_to_empty(ctx); ctx->NewState |= _NEW_RENDERMODE; } /** * Load the top-most name of the name stack. * * \param name name. */ void GLAPIENTRY _mesa_LoadName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.NameStackDepth == 0) { _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); return; } if (!ctx->Const.HardwareAcceleratedSelect || save_used_name_stack(ctx)) { FLUSH_VERTICES(ctx, 0, 0); update_hit_record(ctx); } ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name; ctx->NewState |= _NEW_RENDERMODE; } /** * Push a name into the name stack. * * \param name name. */ void GLAPIENTRY _mesa_PushName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) { _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); return; } if (!ctx->Const.HardwareAcceleratedSelect || save_used_name_stack(ctx)) { FLUSH_VERTICES(ctx, 0, 0); update_hit_record(ctx); } ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; ctx->NewState |= _NEW_RENDERMODE; } /** * Pop a name into the name stack. */ void GLAPIENTRY _mesa_PopName( void ) { GET_CURRENT_CONTEXT(ctx); if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.NameStackDepth == 0) { _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); return; } if (!ctx->Const.HardwareAcceleratedSelect || save_used_name_stack(ctx)) { FLUSH_VERTICES(ctx, 0, 0); update_hit_record(ctx); } ctx->Select.NameStackDepth--; ctx->NewState |= _NEW_RENDERMODE; } /*@}*/ /**********************************************************************/ /** \name Render Mode */ /*@{*/ /** * 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 GLAPIENTRY _mesa_RenderMode( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); GLint result; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glRenderMode %s\n", _mesa_enum_to_string(mode)); FLUSH_VERTICES(ctx, _NEW_RENDERMODE | _NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM, 0); switch (ctx->RenderMode) { case GL_RENDER: result = 0; break; case GL_SELECT: save_used_name_stack(ctx); update_hit_record(ctx); if (ctx->Select.BufferCount > ctx->Select.BufferSize) { /* overflow */ #ifndef NDEBUG _mesa_warning(ctx, "Feedback buffer overflow"); #endif result = -1; } else { result = ctx->Select.Hits; } ctx->Select.BufferCount = 0; ctx->Select.Hits = 0; /* name stack should be in empty state after exiting GL_SELECT mode */ reset_name_stack_to_empty(ctx); break; case GL_FEEDBACK: if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { /* overflow */ result = -1; } else { result = ctx->Feedback.Count; } ctx->Feedback.Count = 0; break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } switch (mode) { case GL_RENDER: break; case GL_SELECT: if (ctx->Select.BufferSize==0) { /* haven't called glSelectBuffer yet */ _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } alloc_select_resource(ctx); break; case GL_FEEDBACK: if (ctx->Feedback.BufferSize==0) { /* haven't called glFeedbackBuffer yet */ _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } st_RenderMode( ctx, mode ); /* finally update render mode to new one */ ctx->RenderMode = mode; return result; } /*@}*/ /**********************************************************************/ /** \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; } void _mesa_free_feedback(struct gl_context * ctx) { struct gl_selection *s = &ctx->Select; free(s->SaveBuffer); _mesa_reference_buffer_object(ctx, &s->Result, NULL); } /*@}*/