17117f1b4Smrg/* 27117f1b4Smrg * Mesa 3-D graphics library 37117f1b4Smrg * 44a49301eSmrg * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 54a49301eSmrg * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 67117f1b4Smrg * 77117f1b4Smrg * Permission is hereby granted, free of charge, to any person obtaining a 87117f1b4Smrg * copy of this software and associated documentation files (the "Software"), 97117f1b4Smrg * to deal in the Software without restriction, including without limitation 107117f1b4Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense, 117117f1b4Smrg * and/or sell copies of the Software, and to permit persons to whom the 127117f1b4Smrg * Software is furnished to do so, subject to the following conditions: 137117f1b4Smrg * 147117f1b4Smrg * The above copyright notice and this permission notice shall be included 157117f1b4Smrg * in all copies or substantial portions of the Software. 167117f1b4Smrg * 177117f1b4Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 187117f1b4Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 197117f1b4Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20af69d88dSmrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 21af69d88dSmrg * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 22af69d88dSmrg * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 23af69d88dSmrg * OTHER DEALINGS IN THE SOFTWARE. 247117f1b4Smrg */ 257117f1b4Smrg 264a49301eSmrg/** 274a49301eSmrg * \file feedback.c 284a49301eSmrg * Selection and feedback modes functions. 294a49301eSmrg */ 304a49301eSmrg 317117f1b4Smrg 327117f1b4Smrg#include "glheader.h" 337117f1b4Smrg#include "context.h" 347117f1b4Smrg#include "enums.h" 357117f1b4Smrg#include "feedback.h" 367117f1b4Smrg#include "macros.h" 377117f1b4Smrg#include "mtypes.h" 387117f1b4Smrg 397117f1b4Smrg 407117f1b4Smrg#define FB_3D 0x01 417117f1b4Smrg#define FB_4D 0x02 42cdc920a0Smrg#define FB_COLOR 0x04 43cdc920a0Smrg#define FB_TEXTURE 0X08 447117f1b4Smrg 457117f1b4Smrg 467117f1b4Smrg 47af69d88dSmrgvoid GLAPIENTRY 487117f1b4Smrg_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) 497117f1b4Smrg{ 507117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 517117f1b4Smrg 527117f1b4Smrg if (ctx->RenderMode==GL_FEEDBACK) { 537117f1b4Smrg _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); 547117f1b4Smrg return; 557117f1b4Smrg } 567117f1b4Smrg if (size<0) { 577117f1b4Smrg _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); 587117f1b4Smrg return; 597117f1b4Smrg } 603464ebd5Sriastradh if (!buffer && size > 0) { 617117f1b4Smrg _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); 627117f1b4Smrg ctx->Feedback.BufferSize = 0; 637117f1b4Smrg return; 647117f1b4Smrg } 657117f1b4Smrg 667117f1b4Smrg switch (type) { 677117f1b4Smrg case GL_2D: 687117f1b4Smrg ctx->Feedback._Mask = 0; 697117f1b4Smrg break; 707117f1b4Smrg case GL_3D: 717117f1b4Smrg ctx->Feedback._Mask = FB_3D; 727117f1b4Smrg break; 737117f1b4Smrg case GL_3D_COLOR: 74cdc920a0Smrg ctx->Feedback._Mask = (FB_3D | FB_COLOR); 757117f1b4Smrg break; 767117f1b4Smrg case GL_3D_COLOR_TEXTURE: 77cdc920a0Smrg ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE); 787117f1b4Smrg break; 797117f1b4Smrg case GL_4D_COLOR_TEXTURE: 80cdc920a0Smrg ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE); 817117f1b4Smrg break; 827117f1b4Smrg default: 837117f1b4Smrg _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); 847117f1b4Smrg return; 857117f1b4Smrg } 867117f1b4Smrg 877ec681f3Smrg FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); /* Always flush */ 887117f1b4Smrg ctx->Feedback.Type = type; 897117f1b4Smrg ctx->Feedback.BufferSize = size; 907117f1b4Smrg ctx->Feedback.Buffer = buffer; 9101e04c3fSmrg ctx->Feedback.Count = 0; /* Because of this. */ 927117f1b4Smrg} 937117f1b4Smrg 947117f1b4Smrg 95af69d88dSmrgvoid GLAPIENTRY 967117f1b4Smrg_mesa_PassThrough( GLfloat token ) 977117f1b4Smrg{ 987117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 997117f1b4Smrg 1007117f1b4Smrg if (ctx->RenderMode==GL_FEEDBACK) { 1017ec681f3Smrg FLUSH_VERTICES(ctx, 0, 0); 1024a49301eSmrg _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); 1034a49301eSmrg _mesa_feedback_token( ctx, token ); 1047117f1b4Smrg } 1057117f1b4Smrg} 1067117f1b4Smrg 1077117f1b4Smrg 1084a49301eSmrg/** 1097117f1b4Smrg * Put a vertex into the feedback buffer. 1107117f1b4Smrg */ 1114a49301eSmrgvoid 1123464ebd5Sriastradh_mesa_feedback_vertex(struct gl_context *ctx, 1134a49301eSmrg const GLfloat win[4], 1144a49301eSmrg const GLfloat color[4], 1154a49301eSmrg const GLfloat texcoord[4]) 1167117f1b4Smrg{ 1174a49301eSmrg _mesa_feedback_token( ctx, win[0] ); 1184a49301eSmrg _mesa_feedback_token( ctx, win[1] ); 1197117f1b4Smrg if (ctx->Feedback._Mask & FB_3D) { 1204a49301eSmrg _mesa_feedback_token( ctx, win[2] ); 1217117f1b4Smrg } 1227117f1b4Smrg if (ctx->Feedback._Mask & FB_4D) { 1234a49301eSmrg _mesa_feedback_token( ctx, win[3] ); 1247117f1b4Smrg } 1257117f1b4Smrg if (ctx->Feedback._Mask & FB_COLOR) { 1264a49301eSmrg _mesa_feedback_token( ctx, color[0] ); 1274a49301eSmrg _mesa_feedback_token( ctx, color[1] ); 1284a49301eSmrg _mesa_feedback_token( ctx, color[2] ); 1294a49301eSmrg _mesa_feedback_token( ctx, color[3] ); 1307117f1b4Smrg } 1317117f1b4Smrg if (ctx->Feedback._Mask & FB_TEXTURE) { 1324a49301eSmrg _mesa_feedback_token( ctx, texcoord[0] ); 1334a49301eSmrg _mesa_feedback_token( ctx, texcoord[1] ); 1344a49301eSmrg _mesa_feedback_token( ctx, texcoord[2] ); 1354a49301eSmrg _mesa_feedback_token( ctx, texcoord[3] ); 1367117f1b4Smrg } 1377117f1b4Smrg} 1387117f1b4Smrg 1397117f1b4Smrg 1407117f1b4Smrg/**********************************************************************/ 1417117f1b4Smrg/** \name Selection */ 1427117f1b4Smrg/*@{*/ 1437117f1b4Smrg 1447117f1b4Smrg/** 1457117f1b4Smrg * Establish a buffer for selection mode values. 1467117f1b4Smrg * 1477117f1b4Smrg * \param size buffer size. 1487117f1b4Smrg * \param buffer buffer. 1497117f1b4Smrg * 1507117f1b4Smrg * \sa glSelectBuffer(). 1517117f1b4Smrg * 1527117f1b4Smrg * \note this function can't be put in a display list. 1537117f1b4Smrg * 1547117f1b4Smrg * Verifies we're not in selection mode, flushes the vertices and initialize 1553464ebd5Sriastradh * the fields in __struct gl_contextRec::Select with the given buffer. 1567117f1b4Smrg */ 157af69d88dSmrgvoid GLAPIENTRY 1587117f1b4Smrg_mesa_SelectBuffer( GLsizei size, GLuint *buffer ) 1597117f1b4Smrg{ 1607117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 1617117f1b4Smrg 1623464ebd5Sriastradh if (size < 0) { 1633464ebd5Sriastradh _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)"); 1643464ebd5Sriastradh return; 1653464ebd5Sriastradh } 1663464ebd5Sriastradh 1677117f1b4Smrg if (ctx->RenderMode==GL_SELECT) { 1687117f1b4Smrg _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); 1697117f1b4Smrg return; /* KW: added return */ 1707117f1b4Smrg } 1717117f1b4Smrg 1727ec681f3Smrg FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 1737117f1b4Smrg ctx->Select.Buffer = buffer; 1747117f1b4Smrg ctx->Select.BufferSize = size; 1757117f1b4Smrg ctx->Select.BufferCount = 0; 1767117f1b4Smrg ctx->Select.HitFlag = GL_FALSE; 1777117f1b4Smrg ctx->Select.HitMinZ = 1.0; 1787117f1b4Smrg ctx->Select.HitMaxZ = 0.0; 1797117f1b4Smrg} 1807117f1b4Smrg 1817117f1b4Smrg 1827117f1b4Smrg/** 1837117f1b4Smrg * Write a value of a record into the selection buffer. 1847117f1b4Smrg * 1854a49301eSmrg * \param ctx GL context. 1864a49301eSmrg * \param value value. 1877117f1b4Smrg * 1887117f1b4Smrg * Verifies there is free space in the buffer to write the value and 1897117f1b4Smrg * increments the pointer. 1907117f1b4Smrg */ 191af69d88dSmrgstatic inline void 1923464ebd5Sriastradhwrite_record(struct gl_context *ctx, GLuint value) 1934a49301eSmrg{ 1944a49301eSmrg if (ctx->Select.BufferCount < ctx->Select.BufferSize) { 1954a49301eSmrg ctx->Select.Buffer[ctx->Select.BufferCount] = value; 1964a49301eSmrg } 1974a49301eSmrg ctx->Select.BufferCount++; 1984a49301eSmrg} 1997117f1b4Smrg 2007117f1b4Smrg 2017117f1b4Smrg/** 2027117f1b4Smrg * Update the hit flag and the maximum and minimum depth values. 2037117f1b4Smrg * 2047117f1b4Smrg * \param ctx GL context. 2057117f1b4Smrg * \param z depth. 2067117f1b4Smrg * 2077117f1b4Smrg * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and 2087117f1b4Smrg * gl_selection::HitMaxZ. 2097117f1b4Smrg */ 2104a49301eSmrgvoid 2113464ebd5Sriastradh_mesa_update_hitflag(struct gl_context *ctx, GLfloat z) 2127117f1b4Smrg{ 2137117f1b4Smrg ctx->Select.HitFlag = GL_TRUE; 2147117f1b4Smrg if (z < ctx->Select.HitMinZ) { 2157117f1b4Smrg ctx->Select.HitMinZ = z; 2167117f1b4Smrg } 2177117f1b4Smrg if (z > ctx->Select.HitMaxZ) { 2187117f1b4Smrg ctx->Select.HitMaxZ = z; 2197117f1b4Smrg } 2207117f1b4Smrg} 2217117f1b4Smrg 2227117f1b4Smrg 2237117f1b4Smrg/** 2247117f1b4Smrg * Write the hit record. 2257117f1b4Smrg * 2267117f1b4Smrg * \param ctx GL context. 2277117f1b4Smrg * 2287117f1b4Smrg * Write the hit record, i.e., the number of names in the stack, the minimum and 2297117f1b4Smrg * maximum depth values and the number of names in the name stack at the time 2307117f1b4Smrg * of the event. Resets the hit flag. 2317117f1b4Smrg * 2327117f1b4Smrg * \sa gl_selection. 2337117f1b4Smrg */ 2344a49301eSmrgstatic void 2353464ebd5Sriastradhwrite_hit_record(struct gl_context *ctx) 2367117f1b4Smrg{ 2377117f1b4Smrg GLuint i; 2387117f1b4Smrg GLuint zmin, zmax, zscale = (~0u); 2397117f1b4Smrg 2407117f1b4Smrg /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */ 2417117f1b4Smrg /* 2^32-1 and round to nearest unsigned integer. */ 2427117f1b4Smrg 2437117f1b4Smrg assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */ 2447117f1b4Smrg zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ); 2457117f1b4Smrg zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ); 2467117f1b4Smrg 2474a49301eSmrg write_record( ctx, ctx->Select.NameStackDepth ); 2484a49301eSmrg write_record( ctx, zmin ); 2494a49301eSmrg write_record( ctx, zmax ); 2507117f1b4Smrg for (i = 0; i < ctx->Select.NameStackDepth; i++) { 2514a49301eSmrg write_record( ctx, ctx->Select.NameStack[i] ); 2527117f1b4Smrg } 2537117f1b4Smrg 2547117f1b4Smrg ctx->Select.Hits++; 2557117f1b4Smrg ctx->Select.HitFlag = GL_FALSE; 2567117f1b4Smrg ctx->Select.HitMinZ = 1.0; 2577117f1b4Smrg ctx->Select.HitMaxZ = -1.0; 2587117f1b4Smrg} 2597117f1b4Smrg 2607117f1b4Smrg 2617117f1b4Smrg/** 2627117f1b4Smrg * Initialize the name stack. 2637117f1b4Smrg * 2647117f1b4Smrg * Verifies we are in select mode and resets the name stack depth and resets 2657117f1b4Smrg * the hit record data in gl_selection. Marks new render mode in 2663464ebd5Sriastradh * __struct gl_contextRec::NewState. 2677117f1b4Smrg */ 268af69d88dSmrgvoid GLAPIENTRY 2697117f1b4Smrg_mesa_InitNames( void ) 2707117f1b4Smrg{ 2717117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 2727ec681f3Smrg FLUSH_VERTICES(ctx, 0, 0); 2737117f1b4Smrg 2747117f1b4Smrg /* Record the hit before the HitFlag is wiped out again. */ 2757117f1b4Smrg if (ctx->RenderMode == GL_SELECT) { 2767117f1b4Smrg if (ctx->Select.HitFlag) { 2777117f1b4Smrg write_hit_record( ctx ); 2787117f1b4Smrg } 2797117f1b4Smrg } 2807117f1b4Smrg ctx->Select.NameStackDepth = 0; 2817117f1b4Smrg ctx->Select.HitFlag = GL_FALSE; 2827117f1b4Smrg ctx->Select.HitMinZ = 1.0; 2837117f1b4Smrg ctx->Select.HitMaxZ = 0.0; 2847117f1b4Smrg ctx->NewState |= _NEW_RENDERMODE; 2857117f1b4Smrg} 2867117f1b4Smrg 2877117f1b4Smrg 2887117f1b4Smrg/** 2897117f1b4Smrg * Load the top-most name of the name stack. 2907117f1b4Smrg * 2917117f1b4Smrg * \param name name. 2927117f1b4Smrg * 2937117f1b4Smrg * Verifies we are in selection mode and that the name stack is not empty. 2947117f1b4Smrg * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), 2957117f1b4Smrg * and replace the top-most name in the stack. 2967117f1b4Smrg * 2973464ebd5Sriastradh * sa __struct gl_contextRec::Select. 2987117f1b4Smrg */ 299af69d88dSmrgvoid GLAPIENTRY 3007117f1b4Smrg_mesa_LoadName( GLuint name ) 3017117f1b4Smrg{ 3027117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 3037117f1b4Smrg 3047117f1b4Smrg if (ctx->RenderMode != GL_SELECT) { 3057117f1b4Smrg return; 3067117f1b4Smrg } 3077117f1b4Smrg if (ctx->Select.NameStackDepth == 0) { 3087117f1b4Smrg _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); 3097117f1b4Smrg return; 3107117f1b4Smrg } 3117117f1b4Smrg 3127ec681f3Smrg FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 3137117f1b4Smrg 3147117f1b4Smrg if (ctx->Select.HitFlag) { 3157117f1b4Smrg write_hit_record( ctx ); 3167117f1b4Smrg } 3177117f1b4Smrg if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) { 3187117f1b4Smrg ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name; 3197117f1b4Smrg } 3207117f1b4Smrg else { 3217117f1b4Smrg ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name; 3227117f1b4Smrg } 3237117f1b4Smrg} 3247117f1b4Smrg 3257117f1b4Smrg 3267117f1b4Smrg/** 3277117f1b4Smrg * Push a name into the name stack. 3287117f1b4Smrg * 3297117f1b4Smrg * \param name name. 3307117f1b4Smrg * 3317117f1b4Smrg * Verifies we are in selection mode and that the name stack is not full. 3327117f1b4Smrg * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), 3337117f1b4Smrg * and adds the name to the top of the name stack. 3347117f1b4Smrg * 3353464ebd5Sriastradh * sa __struct gl_contextRec::Select. 3367117f1b4Smrg */ 337af69d88dSmrgvoid GLAPIENTRY 3387117f1b4Smrg_mesa_PushName( GLuint name ) 3397117f1b4Smrg{ 3407117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 3417117f1b4Smrg 3427117f1b4Smrg if (ctx->RenderMode != GL_SELECT) { 3437117f1b4Smrg return; 3447117f1b4Smrg } 3457117f1b4Smrg 3467ec681f3Smrg FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 3477117f1b4Smrg if (ctx->Select.HitFlag) { 3487117f1b4Smrg write_hit_record( ctx ); 3497117f1b4Smrg } 3507117f1b4Smrg if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) { 3517117f1b4Smrg _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); 3527117f1b4Smrg } 3537117f1b4Smrg else 3547117f1b4Smrg ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; 3557117f1b4Smrg} 3567117f1b4Smrg 3577117f1b4Smrg 3587117f1b4Smrg/** 3597117f1b4Smrg * Pop a name into the name stack. 3607117f1b4Smrg * 3617117f1b4Smrg * Verifies we are in selection mode and that the name stack is not empty. 3627117f1b4Smrg * Flushes vertices. If there is a hit flag writes it (via write_hit_record()), 3637117f1b4Smrg * and removes top-most name in the name stack. 3647117f1b4Smrg * 3653464ebd5Sriastradh * sa __struct gl_contextRec::Select. 3667117f1b4Smrg */ 367af69d88dSmrgvoid GLAPIENTRY 3687117f1b4Smrg_mesa_PopName( void ) 3697117f1b4Smrg{ 3707117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 3717117f1b4Smrg 3727117f1b4Smrg if (ctx->RenderMode != GL_SELECT) { 3737117f1b4Smrg return; 3747117f1b4Smrg } 3757117f1b4Smrg 3767ec681f3Smrg FLUSH_VERTICES(ctx, _NEW_RENDERMODE, 0); 3777117f1b4Smrg if (ctx->Select.HitFlag) { 3787117f1b4Smrg write_hit_record( ctx ); 3797117f1b4Smrg } 3807117f1b4Smrg if (ctx->Select.NameStackDepth == 0) { 3817117f1b4Smrg _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); 3827117f1b4Smrg } 3837117f1b4Smrg else 3847117f1b4Smrg ctx->Select.NameStackDepth--; 3857117f1b4Smrg} 3867117f1b4Smrg 3877117f1b4Smrg/*@}*/ 3887117f1b4Smrg 3897117f1b4Smrg 3907117f1b4Smrg/**********************************************************************/ 3917117f1b4Smrg/** \name Render Mode */ 3927117f1b4Smrg/*@{*/ 3937117f1b4Smrg 3947117f1b4Smrg/** 3957117f1b4Smrg * Set rasterization mode. 3967117f1b4Smrg * 3977117f1b4Smrg * \param mode rasterization mode. 3987117f1b4Smrg * 3997117f1b4Smrg * \note this function can't be put in a display list. 4007117f1b4Smrg * 4017117f1b4Smrg * \sa glRenderMode(). 4027117f1b4Smrg * 4037117f1b4Smrg * Flushes the vertices and do the necessary cleanup according to the previous 4047117f1b4Smrg * rasterization mode, such as writing the hit record or resent the select 4057117f1b4Smrg * buffer index when exiting the select mode. Updates 4063464ebd5Sriastradh * __struct gl_contextRec::RenderMode and notifies the driver via the 4077117f1b4Smrg * dd_function_table::RenderMode callback. 4087117f1b4Smrg */ 409af69d88dSmrgGLint GLAPIENTRY 4107117f1b4Smrg_mesa_RenderMode( GLenum mode ) 4117117f1b4Smrg{ 4127117f1b4Smrg GET_CURRENT_CONTEXT(ctx); 4137117f1b4Smrg GLint result; 4147117f1b4Smrg ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); 4157117f1b4Smrg 4167117f1b4Smrg if (MESA_VERBOSE & VERBOSE_API) 41701e04c3fSmrg _mesa_debug(ctx, "glRenderMode %s\n", _mesa_enum_to_string(mode)); 4187117f1b4Smrg 4197ec681f3Smrg FLUSH_VERTICES(ctx, _NEW_RENDERMODE | _NEW_FF_VERT_PROGRAM | 4207ec681f3Smrg _NEW_FF_FRAG_PROGRAM, 0); 4217117f1b4Smrg 4227117f1b4Smrg switch (ctx->RenderMode) { 4237117f1b4Smrg case GL_RENDER: 4247117f1b4Smrg result = 0; 4257117f1b4Smrg break; 4267117f1b4Smrg case GL_SELECT: 4277117f1b4Smrg if (ctx->Select.HitFlag) { 4287117f1b4Smrg write_hit_record( ctx ); 4297117f1b4Smrg } 4307117f1b4Smrg if (ctx->Select.BufferCount > ctx->Select.BufferSize) { 4317117f1b4Smrg /* overflow */ 4327ec681f3Smrg#ifndef NDEBUG 4337117f1b4Smrg _mesa_warning(ctx, "Feedback buffer overflow"); 4347117f1b4Smrg#endif 4357117f1b4Smrg result = -1; 4367117f1b4Smrg } 4377117f1b4Smrg else { 4387117f1b4Smrg result = ctx->Select.Hits; 4397117f1b4Smrg } 4407117f1b4Smrg ctx->Select.BufferCount = 0; 4417117f1b4Smrg ctx->Select.Hits = 0; 4427117f1b4Smrg ctx->Select.NameStackDepth = 0; 4437117f1b4Smrg break; 4447117f1b4Smrg case GL_FEEDBACK: 4457117f1b4Smrg if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { 4467117f1b4Smrg /* overflow */ 4477117f1b4Smrg result = -1; 4487117f1b4Smrg } 4497117f1b4Smrg else { 4507117f1b4Smrg result = ctx->Feedback.Count; 4517117f1b4Smrg } 4527117f1b4Smrg ctx->Feedback.Count = 0; 4537117f1b4Smrg break; 4547117f1b4Smrg default: 4557117f1b4Smrg _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); 4567117f1b4Smrg return 0; 4577117f1b4Smrg } 4587117f1b4Smrg 4597117f1b4Smrg switch (mode) { 4607117f1b4Smrg case GL_RENDER: 4617117f1b4Smrg break; 4627117f1b4Smrg case GL_SELECT: 4637117f1b4Smrg if (ctx->Select.BufferSize==0) { 4647117f1b4Smrg /* haven't called glSelectBuffer yet */ 4657117f1b4Smrg _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); 4667117f1b4Smrg } 4677117f1b4Smrg break; 4687117f1b4Smrg case GL_FEEDBACK: 4697117f1b4Smrg if (ctx->Feedback.BufferSize==0) { 4707117f1b4Smrg /* haven't called glFeedbackBuffer yet */ 4717117f1b4Smrg _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); 4727117f1b4Smrg } 4737117f1b4Smrg break; 4747117f1b4Smrg default: 4757117f1b4Smrg _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); 4767117f1b4Smrg return 0; 4777117f1b4Smrg } 4787117f1b4Smrg 4797117f1b4Smrg ctx->RenderMode = mode; 4807117f1b4Smrg if (ctx->Driver.RenderMode) 4817117f1b4Smrg ctx->Driver.RenderMode( ctx, mode ); 4827117f1b4Smrg 4837117f1b4Smrg return result; 4847117f1b4Smrg} 4857117f1b4Smrg 4867117f1b4Smrg/*@}*/ 4877117f1b4Smrg 4887117f1b4Smrg 4897117f1b4Smrg/**********************************************************************/ 4907117f1b4Smrg/** \name Initialization */ 4917117f1b4Smrg/*@{*/ 4927117f1b4Smrg 4937117f1b4Smrg/** 4947117f1b4Smrg * Initialize context feedback data. 4957117f1b4Smrg */ 4963464ebd5Sriastradhvoid _mesa_init_feedback( struct gl_context * ctx ) 4977117f1b4Smrg{ 4987117f1b4Smrg /* Feedback */ 4997117f1b4Smrg ctx->Feedback.Type = GL_2D; /* TODO: verify */ 5007117f1b4Smrg ctx->Feedback.Buffer = NULL; 5017117f1b4Smrg ctx->Feedback.BufferSize = 0; 5027117f1b4Smrg ctx->Feedback.Count = 0; 5037117f1b4Smrg 5047117f1b4Smrg /* Selection/picking */ 5057117f1b4Smrg ctx->Select.Buffer = NULL; 5067117f1b4Smrg ctx->Select.BufferSize = 0; 5077117f1b4Smrg ctx->Select.BufferCount = 0; 5087117f1b4Smrg ctx->Select.Hits = 0; 5097117f1b4Smrg ctx->Select.NameStackDepth = 0; 5107117f1b4Smrg 5117117f1b4Smrg /* Miscellaneous */ 5127117f1b4Smrg ctx->RenderMode = GL_RENDER; 5137117f1b4Smrg} 5147117f1b4Smrg 5157117f1b4Smrg/*@}*/ 516