• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 "mfeatures.h"
39 #include "mtypes.h"
40 #include "main/dispatch.h"
41 
42 
43 #if FEATURE_feedback
44 
45 
46 #define FB_3D		0x01
47 #define FB_4D		0x02
48 #define FB_COLOR	0x04
49 #define FB_TEXTURE	0X08
50 
51 
52 
53 static void GLAPIENTRY
_mesa_FeedbackBuffer(GLsizei size,GLenum type,GLfloat * buffer)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 && size > 0) {
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 | FB_COLOR);
82 	 break;
83       case GL_3D_COLOR_TEXTURE:
84 	 ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
85 	 break;
86       case GL_4D_COLOR_TEXTURE:
87 	 ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
88 	 break;
89       default:
90          _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
91 	 return;
92    }
93 
94    FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
95    ctx->Feedback.Type = type;
96    ctx->Feedback.BufferSize = size;
97    ctx->Feedback.Buffer = buffer;
98    ctx->Feedback.Count = 0;	              /* Becaues of this. */
99 }
100 
101 
102 static void GLAPIENTRY
_mesa_PassThrough(GLfloat token)103 _mesa_PassThrough( GLfloat token )
104 {
105    GET_CURRENT_CONTEXT(ctx);
106    ASSERT_OUTSIDE_BEGIN_END(ctx);
107 
108    if (ctx->RenderMode==GL_FEEDBACK) {
109       FLUSH_VERTICES(ctx, 0);
110       _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
111       _mesa_feedback_token( ctx, token );
112    }
113 }
114 
115 
116 /**
117  * Put a vertex into the feedback buffer.
118  */
119 void
_mesa_feedback_vertex(struct gl_context * ctx,const GLfloat win[4],const GLfloat color[4],const GLfloat texcoord[4])120 _mesa_feedback_vertex(struct gl_context *ctx,
121                       const GLfloat win[4],
122                       const GLfloat color[4],
123                       const GLfloat texcoord[4])
124 {
125    _mesa_feedback_token( ctx, win[0] );
126    _mesa_feedback_token( ctx, win[1] );
127    if (ctx->Feedback._Mask & FB_3D) {
128       _mesa_feedback_token( ctx, win[2] );
129    }
130    if (ctx->Feedback._Mask & FB_4D) {
131       _mesa_feedback_token( ctx, win[3] );
132    }
133    if (ctx->Feedback._Mask & FB_COLOR) {
134       _mesa_feedback_token( ctx, color[0] );
135       _mesa_feedback_token( ctx, color[1] );
136       _mesa_feedback_token( ctx, color[2] );
137       _mesa_feedback_token( ctx, color[3] );
138    }
139    if (ctx->Feedback._Mask & FB_TEXTURE) {
140       _mesa_feedback_token( ctx, texcoord[0] );
141       _mesa_feedback_token( ctx, texcoord[1] );
142       _mesa_feedback_token( ctx, texcoord[2] );
143       _mesa_feedback_token( ctx, texcoord[3] );
144    }
145 }
146 
147 
148 /**********************************************************************/
149 /** \name Selection */
150 /*@{*/
151 
152 /**
153  * Establish a buffer for selection mode values.
154  *
155  * \param size buffer size.
156  * \param buffer buffer.
157  *
158  * \sa glSelectBuffer().
159  *
160  * \note this function can't be put in a display list.
161  *
162  * Verifies we're not in selection mode, flushes the vertices and initialize
163  * the fields in __struct gl_contextRec::Select with the given buffer.
164  */
165 static void GLAPIENTRY
_mesa_SelectBuffer(GLsizei size,GLuint * buffer)166 _mesa_SelectBuffer( GLsizei size, GLuint *buffer )
167 {
168    GET_CURRENT_CONTEXT(ctx);
169    ASSERT_OUTSIDE_BEGIN_END(ctx);
170 
171    if (size < 0) {
172       _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
173       return;
174    }
175 
176    if (ctx->RenderMode==GL_SELECT) {
177       _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
178       return;			/* KW: added return */
179    }
180 
181    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
182    ctx->Select.Buffer = buffer;
183    ctx->Select.BufferSize = size;
184    ctx->Select.BufferCount = 0;
185    ctx->Select.HitFlag = GL_FALSE;
186    ctx->Select.HitMinZ = 1.0;
187    ctx->Select.HitMaxZ = 0.0;
188 }
189 
190 
191 /**
192  * Write a value of a record into the selection buffer.
193  *
194  * \param ctx GL context.
195  * \param value value.
196  *
197  * Verifies there is free space in the buffer to write the value and
198  * increments the pointer.
199  */
200 static inline void
write_record(struct gl_context * ctx,GLuint value)201 write_record(struct gl_context *ctx, GLuint value)
202 {
203    if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
204       ctx->Select.Buffer[ctx->Select.BufferCount] = value;
205    }
206    ctx->Select.BufferCount++;
207 }
208 
209 
210 /**
211  * Update the hit flag and the maximum and minimum depth values.
212  *
213  * \param ctx GL context.
214  * \param z depth.
215  *
216  * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
217  * gl_selection::HitMaxZ.
218  */
219 void
_mesa_update_hitflag(struct gl_context * ctx,GLfloat z)220 _mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
221 {
222    ctx->Select.HitFlag = GL_TRUE;
223    if (z < ctx->Select.HitMinZ) {
224       ctx->Select.HitMinZ = z;
225    }
226    if (z > ctx->Select.HitMaxZ) {
227       ctx->Select.HitMaxZ = z;
228    }
229 }
230 
231 
232 /**
233  * Write the hit record.
234  *
235  * \param ctx GL context.
236  *
237  * Write the hit record, i.e., the number of names in the stack, the minimum and
238  * maximum depth values and the number of names in the name stack at the time
239  * of the event. Resets the hit flag.
240  *
241  * \sa gl_selection.
242  */
243 static void
write_hit_record(struct gl_context * ctx)244 write_hit_record(struct gl_context *ctx)
245 {
246    GLuint i;
247    GLuint zmin, zmax, zscale = (~0u);
248 
249    /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
250    /* 2^32-1 and round to nearest unsigned integer. */
251 
252    assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
253    zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
254    zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
255 
256    write_record( ctx, ctx->Select.NameStackDepth );
257    write_record( ctx, zmin );
258    write_record( ctx, zmax );
259    for (i = 0; i < ctx->Select.NameStackDepth; i++) {
260       write_record( ctx, ctx->Select.NameStack[i] );
261    }
262 
263    ctx->Select.Hits++;
264    ctx->Select.HitFlag = GL_FALSE;
265    ctx->Select.HitMinZ = 1.0;
266    ctx->Select.HitMaxZ = -1.0;
267 }
268 
269 
270 /**
271  * Initialize the name stack.
272  *
273  * Verifies we are in select mode and resets the name stack depth and resets
274  * the hit record data in gl_selection. Marks new render mode in
275  * __struct gl_contextRec::NewState.
276  */
277 static void GLAPIENTRY
_mesa_InitNames(void)278 _mesa_InitNames( void )
279 {
280    GET_CURRENT_CONTEXT(ctx);
281    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
282 
283    /* Record the hit before the HitFlag is wiped out again. */
284    if (ctx->RenderMode == GL_SELECT) {
285       if (ctx->Select.HitFlag) {
286          write_hit_record( ctx );
287       }
288    }
289    ctx->Select.NameStackDepth = 0;
290    ctx->Select.HitFlag = GL_FALSE;
291    ctx->Select.HitMinZ = 1.0;
292    ctx->Select.HitMaxZ = 0.0;
293    ctx->NewState |= _NEW_RENDERMODE;
294 }
295 
296 
297 /**
298  * Load the top-most name of the name stack.
299  *
300  * \param name name.
301  *
302  * Verifies we are in selection mode and that the name stack is not empty.
303  * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
304  * and replace the top-most name in the stack.
305  *
306  * sa __struct gl_contextRec::Select.
307  */
308 static void GLAPIENTRY
_mesa_LoadName(GLuint name)309 _mesa_LoadName( GLuint name )
310 {
311    GET_CURRENT_CONTEXT(ctx);
312    ASSERT_OUTSIDE_BEGIN_END(ctx);
313 
314    if (ctx->RenderMode != GL_SELECT) {
315       return;
316    }
317    if (ctx->Select.NameStackDepth == 0) {
318       _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
319       return;
320    }
321 
322    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
323 
324    if (ctx->Select.HitFlag) {
325       write_hit_record( ctx );
326    }
327    if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
328       ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
329    }
330    else {
331       ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
332    }
333 }
334 
335 
336 /**
337  * Push a name into the name stack.
338  *
339  * \param name name.
340  *
341  * Verifies we are in selection mode and that the name stack is not full.
342  * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
343  * and adds the name to the top of the name stack.
344  *
345  * sa __struct gl_contextRec::Select.
346  */
347 static void GLAPIENTRY
_mesa_PushName(GLuint name)348 _mesa_PushName( GLuint name )
349 {
350    GET_CURRENT_CONTEXT(ctx);
351    ASSERT_OUTSIDE_BEGIN_END(ctx);
352 
353    if (ctx->RenderMode != GL_SELECT) {
354       return;
355    }
356 
357    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
358    if (ctx->Select.HitFlag) {
359       write_hit_record( ctx );
360    }
361    if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
362       _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
363    }
364    else
365       ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
366 }
367 
368 
369 /**
370  * Pop a name into the name stack.
371  *
372  * Verifies we are in selection mode and that the name stack is not empty.
373  * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
374  * and removes top-most name in the name stack.
375  *
376  * sa __struct gl_contextRec::Select.
377  */
378 static void GLAPIENTRY
_mesa_PopName(void)379 _mesa_PopName( void )
380 {
381    GET_CURRENT_CONTEXT(ctx);
382    ASSERT_OUTSIDE_BEGIN_END(ctx);
383 
384    if (ctx->RenderMode != GL_SELECT) {
385       return;
386    }
387 
388    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
389    if (ctx->Select.HitFlag) {
390       write_hit_record( ctx );
391    }
392    if (ctx->Select.NameStackDepth == 0) {
393       _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
394    }
395    else
396       ctx->Select.NameStackDepth--;
397 }
398 
399 /*@}*/
400 
401 
402 /**********************************************************************/
403 /** \name Render Mode */
404 /*@{*/
405 
406 /**
407  * Set rasterization mode.
408  *
409  * \param mode rasterization mode.
410  *
411  * \note this function can't be put in a display list.
412  *
413  * \sa glRenderMode().
414  *
415  * Flushes the vertices and do the necessary cleanup according to the previous
416  * rasterization mode, such as writing the hit record or resent the select
417  * buffer index when exiting the select mode. Updates
418  * __struct gl_contextRec::RenderMode and notifies the driver via the
419  * dd_function_table::RenderMode callback.
420  */
421 GLint GLAPIENTRY
_mesa_RenderMode(GLenum mode)422 _mesa_RenderMode( GLenum mode )
423 {
424    GET_CURRENT_CONTEXT(ctx);
425    GLint result;
426    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
427 
428    if (MESA_VERBOSE & VERBOSE_API)
429       _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
430 
431    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
432 
433    switch (ctx->RenderMode) {
434       case GL_RENDER:
435 	 result = 0;
436 	 break;
437       case GL_SELECT:
438 	 if (ctx->Select.HitFlag) {
439 	    write_hit_record( ctx );
440 	 }
441 	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
442 	    /* overflow */
443 #ifdef DEBUG
444             _mesa_warning(ctx, "Feedback buffer overflow");
445 #endif
446 	    result = -1;
447 	 }
448 	 else {
449 	    result = ctx->Select.Hits;
450 	 }
451 	 ctx->Select.BufferCount = 0;
452 	 ctx->Select.Hits = 0;
453 	 ctx->Select.NameStackDepth = 0;
454 	 break;
455 #if _HAVE_FULL_GL
456       case GL_FEEDBACK:
457 	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
458 	    /* overflow */
459 	    result = -1;
460 	 }
461 	 else {
462 	    result = ctx->Feedback.Count;
463 	 }
464 	 ctx->Feedback.Count = 0;
465 	 break;
466 #endif
467       default:
468 	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
469 	 return 0;
470    }
471 
472    switch (mode) {
473       case GL_RENDER:
474          break;
475       case GL_SELECT:
476 	 if (ctx->Select.BufferSize==0) {
477 	    /* haven't called glSelectBuffer yet */
478 	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
479 	 }
480 	 break;
481 #if _HAVE_FULL_GL
482       case GL_FEEDBACK:
483 	 if (ctx->Feedback.BufferSize==0) {
484 	    /* haven't called glFeedbackBuffer yet */
485 	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
486 	 }
487 	 break;
488 #endif
489       default:
490 	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
491 	 return 0;
492    }
493 
494    ctx->RenderMode = mode;
495    if (ctx->Driver.RenderMode)
496       ctx->Driver.RenderMode( ctx, mode );
497 
498    return result;
499 }
500 
501 /*@}*/
502 
503 
504 void
_mesa_init_feedback_dispatch(struct _glapi_table * disp)505 _mesa_init_feedback_dispatch(struct _glapi_table *disp)
506 {
507    SET_InitNames(disp, _mesa_InitNames);
508    SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
509    SET_LoadName(disp, _mesa_LoadName);
510    SET_PassThrough(disp, _mesa_PassThrough);
511    SET_PopName(disp, _mesa_PopName);
512    SET_PushName(disp, _mesa_PushName);
513    SET_SelectBuffer(disp, _mesa_SelectBuffer);
514    SET_RenderMode(disp, _mesa_RenderMode);
515 }
516 
517 
518 #endif /* FEATURE_feedback */
519 
520 
521 /**********************************************************************/
522 /** \name Initialization */
523 /*@{*/
524 
525 /**
526  * Initialize context feedback data.
527  */
_mesa_init_feedback(struct gl_context * ctx)528 void _mesa_init_feedback( struct gl_context * ctx )
529 {
530    /* Feedback */
531    ctx->Feedback.Type = GL_2D;   /* TODO: verify */
532    ctx->Feedback.Buffer = NULL;
533    ctx->Feedback.BufferSize = 0;
534    ctx->Feedback.Count = 0;
535 
536    /* Selection/picking */
537    ctx->Select.Buffer = NULL;
538    ctx->Select.BufferSize = 0;
539    ctx->Select.BufferCount = 0;
540    ctx->Select.Hits = 0;
541    ctx->Select.NameStackDepth = 0;
542 
543    /* Miscellaneous */
544    ctx->RenderMode = GL_RENDER;
545 }
546 
547 /*@}*/
548