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 53static void GLAPIENTRY 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 102static void GLAPIENTRY 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 */ 119void 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 */ 165static void GLAPIENTRY 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 */ 200static inline void 201write_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 */ 219void 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 */ 243static void 244write_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 */ 277static void GLAPIENTRY 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 */ 308static void GLAPIENTRY 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 */ 347static void GLAPIENTRY 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 */ 378static void GLAPIENTRY 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 */ 421GLint GLAPIENTRY 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 504void 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 */ 528void _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