1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 23 * 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 "context.h" 34#include "enums.h" 35#include "feedback.h" 36#include "macros.h" 37#include "mtypes.h" 38 39 40#define FB_3D 0x01 41#define FB_4D 0x02 42#define FB_COLOR 0x04 43#define FB_TEXTURE 0X08 44 45 46 47void GLAPIENTRY 48_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) 49{ 50 GET_CURRENT_CONTEXT(ctx); 51 52 if (ctx->RenderMode==GL_FEEDBACK) { 53 _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); 54 return; 55 } 56 if (size<0) { 57 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); 58 return; 59 } 60 if (!buffer && size > 0) { 61 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); 62 ctx->Feedback.BufferSize = 0; 63 return; 64 } 65 66 switch (type) { 67 case GL_2D: 68 ctx->Feedback._Mask = 0; 69 break; 70 case GL_3D: 71 ctx->Feedback._Mask = FB_3D; 72 break; 73 case GL_3D_COLOR: 74 ctx->Feedback._Mask = (FB_3D | FB_COLOR); 75 break; 76 case GL_3D_COLOR_TEXTURE: 77 ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE); 78 break; 79 case GL_4D_COLOR_TEXTURE: 80 ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE); 81 break; 82 default: 83 _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); 84 return; 85 } 86 87 FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); /* Always flush */ 88 ctx->Feedback.Type = type; 89 ctx->Feedback.BufferSize = size; 90 ctx->Feedback.Buffer = buffer; 91 ctx->Feedback.Count = 0; /* Because of this. */ 92} 93 94 95void GLAPIENTRY 96_mesa_PassThrough( GLfloat token ) 97{ 98 GET_CURRENT_CONTEXT(ctx); 99 100 if (ctx->RenderMode==GL_FEEDBACK) { 101 FLUSH_VERTICES(ctx, 0, 0); 102 _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); 103 _mesa_feedback_token( ctx, token ); 104 } 105} 106 107 108/** 109 * Put a vertex into the feedback buffer. 110 */ 111void 112_mesa_feedback_vertex(struct gl_context *ctx, 113 const GLfloat win[4], 114 const GLfloat color[4], 115 const GLfloat texcoord[4]) 116{ 117 _mesa_feedback_token( ctx, win[0] ); 118 _mesa_feedback_token( ctx, win[1] ); 119 if (ctx->Feedback._Mask & FB_3D) { 120 _mesa_feedback_token( ctx, win[2] ); 121 } 122 if (ctx->Feedback._Mask & FB_4D) { 123 _mesa_feedback_token( ctx, win[3] ); 124 } 125 if (ctx->Feedback._Mask & FB_COLOR) { 126 _mesa_feedback_token( ctx, color[0] ); 127 _mesa_feedback_token( ctx, color[1] ); 128 _mesa_feedback_token( ctx, color[2] ); 129 _mesa_feedback_token( ctx, color[3] ); 130 } 131 if (ctx->Feedback._Mask & FB_TEXTURE) { 132 _mesa_feedback_token( ctx, texcoord[0] ); 133 _mesa_feedback_token( ctx, texcoord[1] ); 134 _mesa_feedback_token( ctx, texcoord[2] ); 135 _mesa_feedback_token( ctx, texcoord[3] ); 136 } 137} 138 139 140/**********************************************************************/ 141/** \name Selection */ 142/*@{*/ 143 144/** 145 * Establish a buffer for selection mode values. 146 * 147 * \param size buffer size. 148 * \param buffer buffer. 149 * 150 * \sa glSelectBuffer(). 151 * 152 * \note this function can't be put in a display list. 153 * 154 * Verifies we're not in selection mode, flushes the vertices and initialize 155 * the fields in __struct gl_contextRec::Select with the given buffer. 156 */ 157void GLAPIENTRY 158_mesa_SelectBuffer( GLsizei size, GLuint *buffer ) 159{ 160 GET_CURRENT_CONTEXT(ctx); 161 162 if (size < 0) { 163 _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)"); 164 return; 165 } 166 167 if (ctx->RenderMode==GL_SELECT) { 168 _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); 169 return; /* KW: added return */ 170 } 171 172 FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 173 ctx->Select.Buffer = buffer; 174 ctx->Select.BufferSize = size; 175 ctx->Select.BufferCount = 0; 176 ctx->Select.HitFlag = GL_FALSE; 177 ctx->Select.HitMinZ = 1.0; 178 ctx->Select.HitMaxZ = 0.0; 179} 180 181 182/** 183 * Write a value of a record into the selection buffer. 184 * 185 * \param ctx GL context. 186 * \param value value. 187 * 188 * Verifies there is free space in the buffer to write the value and 189 * increments the pointer. 190 */ 191static inline void 192write_record(struct gl_context *ctx, GLuint value) 193{ 194 if (ctx->Select.BufferCount < ctx->Select.BufferSize) { 195 ctx->Select.Buffer[ctx->Select.BufferCount] = value; 196 } 197 ctx->Select.BufferCount++; 198} 199 200 201/** 202 * Update the hit flag and the maximum and minimum depth values. 203 * 204 * \param ctx GL context. 205 * \param z depth. 206 * 207 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and 208 * gl_selection::HitMaxZ. 209 */ 210void 211_mesa_update_hitflag(struct gl_context *ctx, GLfloat z) 212{ 213 ctx->Select.HitFlag = GL_TRUE; 214 if (z < ctx->Select.HitMinZ) { 215 ctx->Select.HitMinZ = z; 216 } 217 if (z > ctx->Select.HitMaxZ) { 218 ctx->Select.HitMaxZ = z; 219 } 220} 221 222 223/** 224 * Write the hit record. 225 * 226 * \param ctx GL context. 227 * 228 * Write the hit record, i.e., the number of names in the stack, the minimum and 229 * maximum depth values and the number of names in the name stack at the time 230 * of the event. Resets the hit flag. 231 * 232 * \sa gl_selection. 233 */ 234static void 235write_hit_record(struct gl_context *ctx) 236{ 237 GLuint i; 238 GLuint zmin, zmax, zscale = (~0u); 239 240 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */ 241 /* 2^32-1 and round to nearest unsigned integer. */ 242 243 assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */ 244 zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ); 245 zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ); 246 247 write_record( ctx, ctx->Select.NameStackDepth ); 248 write_record( ctx, zmin ); 249 write_record( ctx, zmax ); 250 for (i = 0; i < ctx->Select.NameStackDepth; i++) { 251 write_record( ctx, ctx->Select.NameStack[i] ); 252 } 253 254 ctx->Select.Hits++; 255 ctx->Select.HitFlag = GL_FALSE; 256 ctx->Select.HitMinZ = 1.0; 257 ctx->Select.HitMaxZ = -1.0; 258} 259 260 261/** 262 * Initialize the name stack. 263 * 264 * Verifies we are in select mode and resets the name stack depth and resets 265 * the hit record data in gl_selection. Marks new render mode in 266 * __struct gl_contextRec::NewState. 267 */ 268void GLAPIENTRY 269_mesa_InitNames( void ) 270{ 271 GET_CURRENT_CONTEXT(ctx); 272 FLUSH_VERTICES(ctx, 0, 0); 273 274 /* Record the hit before the HitFlag is wiped out again. */ 275 if (ctx->RenderMode == GL_SELECT) { 276 if (ctx->Select.HitFlag) { 277 write_hit_record( ctx ); 278 } 279 } 280 ctx->Select.NameStackDepth = 0; 281 ctx->Select.HitFlag = GL_FALSE; 282 ctx->Select.HitMinZ = 1.0; 283 ctx->Select.HitMaxZ = 0.0; 284 ctx->NewState |= _NEW_RENDERMODE; 285} 286 287 288/** 289 * Load the top-most name of the name stack. 290 * 291 * \param name name. 292 * 293 * Verifies we are in selection mode and that the name stack is not empty. 294 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), 295 * and replace the top-most name in the stack. 296 * 297 * sa __struct gl_contextRec::Select. 298 */ 299void GLAPIENTRY 300_mesa_LoadName( GLuint name ) 301{ 302 GET_CURRENT_CONTEXT(ctx); 303 304 if (ctx->RenderMode != GL_SELECT) { 305 return; 306 } 307 if (ctx->Select.NameStackDepth == 0) { 308 _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); 309 return; 310 } 311 312 FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 313 314 if (ctx->Select.HitFlag) { 315 write_hit_record( ctx ); 316 } 317 if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) { 318 ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name; 319 } 320 else { 321 ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name; 322 } 323} 324 325 326/** 327 * Push a name into the name stack. 328 * 329 * \param name name. 330 * 331 * Verifies we are in selection mode and that the name stack is not full. 332 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), 333 * and adds the name to the top of the name stack. 334 * 335 * sa __struct gl_contextRec::Select. 336 */ 337void GLAPIENTRY 338_mesa_PushName( GLuint name ) 339{ 340 GET_CURRENT_CONTEXT(ctx); 341 342 if (ctx->RenderMode != GL_SELECT) { 343 return; 344 } 345 346 FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 347 if (ctx->Select.HitFlag) { 348 write_hit_record( ctx ); 349 } 350 if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) { 351 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); 352 } 353 else 354 ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; 355} 356 357 358/** 359 * Pop a name into the name stack. 360 * 361 * Verifies we are in selection mode and that the name stack is not empty. 362 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), 363 * and removes top-most name in the name stack. 364 * 365 * sa __struct gl_contextRec::Select. 366 */ 367void GLAPIENTRY 368_mesa_PopName( void ) 369{ 370 GET_CURRENT_CONTEXT(ctx); 371 372 if (ctx->RenderMode != GL_SELECT) { 373 return; 374 } 375 376 FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 377 if (ctx->Select.HitFlag) { 378 write_hit_record( ctx ); 379 } 380 if (ctx->Select.NameStackDepth == 0) { 381 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); 382 } 383 else 384 ctx->Select.NameStackDepth--; 385} 386 387/*@}*/ 388 389 390/**********************************************************************/ 391/** \name Render Mode */ 392/*@{*/ 393 394/** 395 * Set rasterization mode. 396 * 397 * \param mode rasterization mode. 398 * 399 * \note this function can't be put in a display list. 400 * 401 * \sa glRenderMode(). 402 * 403 * Flushes the vertices and do the necessary cleanup according to the previous 404 * rasterization mode, such as writing the hit record or resent the select 405 * buffer index when exiting the select mode. Updates 406 * __struct gl_contextRec::RenderMode and notifies the driver via the 407 * dd_function_table::RenderMode callback. 408 */ 409GLint GLAPIENTRY 410_mesa_RenderMode( GLenum mode ) 411{ 412 GET_CURRENT_CONTEXT(ctx); 413 GLint result; 414 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); 415 416 if (MESA_VERBOSE & VERBOSE_API) 417 _mesa_debug(ctx, "glRenderMode %s\n", _mesa_enum_to_string(mode)); 418 419 FLUSH_VERTICES(ctx, _NEW_RENDERMODE | _NEW_FF_VERT_PROGRAM | 420 _NEW_FF_FRAG_PROGRAM, 0); 421 422 switch (ctx->RenderMode) { 423 case GL_RENDER: 424 result = 0; 425 break; 426 case GL_SELECT: 427 if (ctx->Select.HitFlag) { 428 write_hit_record( ctx ); 429 } 430 if (ctx->Select.BufferCount > ctx->Select.BufferSize) { 431 /* overflow */ 432#ifndef NDEBUG 433 _mesa_warning(ctx, "Feedback buffer overflow"); 434#endif 435 result = -1; 436 } 437 else { 438 result = ctx->Select.Hits; 439 } 440 ctx->Select.BufferCount = 0; 441 ctx->Select.Hits = 0; 442 ctx->Select.NameStackDepth = 0; 443 break; 444 case GL_FEEDBACK: 445 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { 446 /* overflow */ 447 result = -1; 448 } 449 else { 450 result = ctx->Feedback.Count; 451 } 452 ctx->Feedback.Count = 0; 453 break; 454 default: 455 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); 456 return 0; 457 } 458 459 switch (mode) { 460 case GL_RENDER: 461 break; 462 case GL_SELECT: 463 if (ctx->Select.BufferSize==0) { 464 /* haven't called glSelectBuffer yet */ 465 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); 466 } 467 break; 468 case GL_FEEDBACK: 469 if (ctx->Feedback.BufferSize==0) { 470 /* haven't called glFeedbackBuffer yet */ 471 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); 472 } 473 break; 474 default: 475 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); 476 return 0; 477 } 478 479 ctx->RenderMode = mode; 480 if (ctx->Driver.RenderMode) 481 ctx->Driver.RenderMode( ctx, mode ); 482 483 return result; 484} 485 486/*@}*/ 487 488 489/**********************************************************************/ 490/** \name Initialization */ 491/*@{*/ 492 493/** 494 * Initialize context feedback data. 495 */ 496void _mesa_init_feedback( struct gl_context * ctx ) 497{ 498 /* Feedback */ 499 ctx->Feedback.Type = GL_2D; /* TODO: verify */ 500 ctx->Feedback.Buffer = NULL; 501 ctx->Feedback.BufferSize = 0; 502 ctx->Feedback.Count = 0; 503 504 /* Selection/picking */ 505 ctx->Select.Buffer = NULL; 506 ctx->Select.BufferSize = 0; 507 ctx->Select.BufferCount = 0; 508 ctx->Select.Hits = 0; 509 ctx->Select.NameStackDepth = 0; 510 511 /* Miscellaneous */ 512 ctx->RenderMode = GL_RENDER; 513} 514 515/*@}*/ 516