feedback.c revision 4a49301e
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 "mtypes.h"
39#include "glapi/dispatch.h"
40
41
42#if FEATURE_feedback
43
44
45#define FB_3D		0x01
46#define FB_4D		0x02
47#define FB_INDEX	0x04
48#define FB_COLOR	0x08
49#define FB_TEXTURE	0X10
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) {
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 |
82				(ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX));
83	 break;
84      case GL_3D_COLOR_TEXTURE:
85	 ctx->Feedback._Mask = (FB_3D |
86				(ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
87				FB_TEXTURE);
88	 break;
89      case GL_4D_COLOR_TEXTURE:
90	 ctx->Feedback._Mask = (FB_3D | FB_4D |
91				(ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
92				FB_TEXTURE);
93	 break;
94      default:
95         _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
96	 return;
97   }
98
99   FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
100   ctx->Feedback.Type = type;
101   ctx->Feedback.BufferSize = size;
102   ctx->Feedback.Buffer = buffer;
103   ctx->Feedback.Count = 0;	              /* Becaues of this. */
104}
105
106
107static void GLAPIENTRY
108_mesa_PassThrough( GLfloat token )
109{
110   GET_CURRENT_CONTEXT(ctx);
111   ASSERT_OUTSIDE_BEGIN_END(ctx);
112
113   if (ctx->RenderMode==GL_FEEDBACK) {
114      FLUSH_VERTICES(ctx, 0);
115      _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
116      _mesa_feedback_token( ctx, token );
117   }
118}
119
120
121/**
122 * Put a vertex into the feedback buffer.
123 */
124void
125_mesa_feedback_vertex(GLcontext *ctx,
126                      const GLfloat win[4],
127                      const GLfloat color[4],
128                      GLfloat index,
129                      const GLfloat texcoord[4])
130{
131   _mesa_feedback_token( ctx, win[0] );
132   _mesa_feedback_token( ctx, win[1] );
133   if (ctx->Feedback._Mask & FB_3D) {
134      _mesa_feedback_token( ctx, win[2] );
135   }
136   if (ctx->Feedback._Mask & FB_4D) {
137      _mesa_feedback_token( ctx, win[3] );
138   }
139   if (ctx->Feedback._Mask & FB_INDEX) {
140      _mesa_feedback_token( ctx, (GLfloat) index );
141   }
142   if (ctx->Feedback._Mask & FB_COLOR) {
143      _mesa_feedback_token( ctx, color[0] );
144      _mesa_feedback_token( ctx, color[1] );
145      _mesa_feedback_token( ctx, color[2] );
146      _mesa_feedback_token( ctx, color[3] );
147   }
148   if (ctx->Feedback._Mask & FB_TEXTURE) {
149      _mesa_feedback_token( ctx, texcoord[0] );
150      _mesa_feedback_token( ctx, texcoord[1] );
151      _mesa_feedback_token( ctx, texcoord[2] );
152      _mesa_feedback_token( ctx, texcoord[3] );
153   }
154}
155
156
157/**********************************************************************/
158/** \name Selection */
159/*@{*/
160
161/**
162 * Establish a buffer for selection mode values.
163 *
164 * \param size buffer size.
165 * \param buffer buffer.
166 *
167 * \sa glSelectBuffer().
168 *
169 * \note this function can't be put in a display list.
170 *
171 * Verifies we're not in selection mode, flushes the vertices and initialize
172 * the fields in __GLcontextRec::Select with the given buffer.
173 */
174static void GLAPIENTRY
175_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
176{
177   GET_CURRENT_CONTEXT(ctx);
178   ASSERT_OUTSIDE_BEGIN_END(ctx);
179
180   if (ctx->RenderMode==GL_SELECT) {
181      _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
182      return;			/* KW: added return */
183   }
184
185   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
186   ctx->Select.Buffer = buffer;
187   ctx->Select.BufferSize = size;
188   ctx->Select.BufferCount = 0;
189   ctx->Select.HitFlag = GL_FALSE;
190   ctx->Select.HitMinZ = 1.0;
191   ctx->Select.HitMaxZ = 0.0;
192}
193
194
195/**
196 * Write a value of a record into the selection buffer.
197 *
198 * \param ctx GL context.
199 * \param value value.
200 *
201 * Verifies there is free space in the buffer to write the value and
202 * increments the pointer.
203 */
204static INLINE void
205write_record(GLcontext *ctx, GLuint value)
206{
207   if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
208      ctx->Select.Buffer[ctx->Select.BufferCount] = value;
209   }
210   ctx->Select.BufferCount++;
211}
212
213
214/**
215 * Update the hit flag and the maximum and minimum depth values.
216 *
217 * \param ctx GL context.
218 * \param z depth.
219 *
220 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
221 * gl_selection::HitMaxZ.
222 */
223void
224_mesa_update_hitflag(GLcontext *ctx, GLfloat z)
225{
226   ctx->Select.HitFlag = GL_TRUE;
227   if (z < ctx->Select.HitMinZ) {
228      ctx->Select.HitMinZ = z;
229   }
230   if (z > ctx->Select.HitMaxZ) {
231      ctx->Select.HitMaxZ = z;
232   }
233}
234
235
236/**
237 * Write the hit record.
238 *
239 * \param ctx GL context.
240 *
241 * Write the hit record, i.e., the number of names in the stack, the minimum and
242 * maximum depth values and the number of names in the name stack at the time
243 * of the event. Resets the hit flag.
244 *
245 * \sa gl_selection.
246 */
247static void
248write_hit_record(GLcontext *ctx)
249{
250   GLuint i;
251   GLuint zmin, zmax, zscale = (~0u);
252
253   /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
254   /* 2^32-1 and round to nearest unsigned integer. */
255
256   assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
257   zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
258   zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
259
260   write_record( ctx, ctx->Select.NameStackDepth );
261   write_record( ctx, zmin );
262   write_record( ctx, zmax );
263   for (i = 0; i < ctx->Select.NameStackDepth; i++) {
264      write_record( ctx, ctx->Select.NameStack[i] );
265   }
266
267   ctx->Select.Hits++;
268   ctx->Select.HitFlag = GL_FALSE;
269   ctx->Select.HitMinZ = 1.0;
270   ctx->Select.HitMaxZ = -1.0;
271}
272
273
274/**
275 * Initialize the name stack.
276 *
277 * Verifies we are in select mode and resets the name stack depth and resets
278 * the hit record data in gl_selection. Marks new render mode in
279 * __GLcontextRec::NewState.
280 */
281static void GLAPIENTRY
282_mesa_InitNames( void )
283{
284   GET_CURRENT_CONTEXT(ctx);
285   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
286
287   /* Record the hit before the HitFlag is wiped out again. */
288   if (ctx->RenderMode == GL_SELECT) {
289      if (ctx->Select.HitFlag) {
290         write_hit_record( ctx );
291      }
292   }
293   ctx->Select.NameStackDepth = 0;
294   ctx->Select.HitFlag = GL_FALSE;
295   ctx->Select.HitMinZ = 1.0;
296   ctx->Select.HitMaxZ = 0.0;
297   ctx->NewState |= _NEW_RENDERMODE;
298}
299
300
301/**
302 * Load the top-most name of the name stack.
303 *
304 * \param name name.
305 *
306 * Verifies we are in selection mode and that the name stack is not empty.
307 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
308 * and replace the top-most name in the stack.
309 *
310 * sa __GLcontextRec::Select.
311 */
312static void GLAPIENTRY
313_mesa_LoadName( GLuint name )
314{
315   GET_CURRENT_CONTEXT(ctx);
316   ASSERT_OUTSIDE_BEGIN_END(ctx);
317
318   if (ctx->RenderMode != GL_SELECT) {
319      return;
320   }
321   if (ctx->Select.NameStackDepth == 0) {
322      _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
323      return;
324   }
325
326   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
327
328   if (ctx->Select.HitFlag) {
329      write_hit_record( ctx );
330   }
331   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
332      ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
333   }
334   else {
335      ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
336   }
337}
338
339
340/**
341 * Push a name into the name stack.
342 *
343 * \param name name.
344 *
345 * Verifies we are in selection mode and that the name stack is not full.
346 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
347 * and adds the name to the top of the name stack.
348 *
349 * sa __GLcontextRec::Select.
350 */
351static void GLAPIENTRY
352_mesa_PushName( GLuint name )
353{
354   GET_CURRENT_CONTEXT(ctx);
355   ASSERT_OUTSIDE_BEGIN_END(ctx);
356
357   if (ctx->RenderMode != GL_SELECT) {
358      return;
359   }
360
361   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
362   if (ctx->Select.HitFlag) {
363      write_hit_record( ctx );
364   }
365   if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
366      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
367   }
368   else
369      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
370}
371
372
373/**
374 * Pop a name into the name stack.
375 *
376 * Verifies we are in selection mode and that the name stack is not empty.
377 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
378 * and removes top-most name in the name stack.
379 *
380 * sa __GLcontextRec::Select.
381 */
382static void GLAPIENTRY
383_mesa_PopName( void )
384{
385   GET_CURRENT_CONTEXT(ctx);
386   ASSERT_OUTSIDE_BEGIN_END(ctx);
387
388   if (ctx->RenderMode != GL_SELECT) {
389      return;
390   }
391
392   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
393   if (ctx->Select.HitFlag) {
394      write_hit_record( ctx );
395   }
396   if (ctx->Select.NameStackDepth == 0) {
397      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
398   }
399   else
400      ctx->Select.NameStackDepth--;
401}
402
403/*@}*/
404
405
406/**********************************************************************/
407/** \name Render Mode */
408/*@{*/
409
410/**
411 * Set rasterization mode.
412 *
413 * \param mode rasterization mode.
414 *
415 * \note this function can't be put in a display list.
416 *
417 * \sa glRenderMode().
418 *
419 * Flushes the vertices and do the necessary cleanup according to the previous
420 * rasterization mode, such as writing the hit record or resent the select
421 * buffer index when exiting the select mode. Updates
422 * __GLcontextRec::RenderMode and notifies the driver via the
423 * dd_function_table::RenderMode callback.
424 */
425static GLint GLAPIENTRY
426_mesa_RenderMode( GLenum mode )
427{
428   GET_CURRENT_CONTEXT(ctx);
429   GLint result;
430   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
431
432   if (MESA_VERBOSE & VERBOSE_API)
433      _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
434
435   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
436
437   switch (ctx->RenderMode) {
438      case GL_RENDER:
439	 result = 0;
440	 break;
441      case GL_SELECT:
442	 if (ctx->Select.HitFlag) {
443	    write_hit_record( ctx );
444	 }
445	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
446	    /* overflow */
447#ifdef DEBUG
448            _mesa_warning(ctx, "Feedback buffer overflow");
449#endif
450	    result = -1;
451	 }
452	 else {
453	    result = ctx->Select.Hits;
454	 }
455	 ctx->Select.BufferCount = 0;
456	 ctx->Select.Hits = 0;
457	 ctx->Select.NameStackDepth = 0;
458	 break;
459#if _HAVE_FULL_GL
460      case GL_FEEDBACK:
461	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
462	    /* overflow */
463	    result = -1;
464	 }
465	 else {
466	    result = ctx->Feedback.Count;
467	 }
468	 ctx->Feedback.Count = 0;
469	 break;
470#endif
471      default:
472	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
473	 return 0;
474   }
475
476   switch (mode) {
477      case GL_RENDER:
478         break;
479      case GL_SELECT:
480	 if (ctx->Select.BufferSize==0) {
481	    /* haven't called glSelectBuffer yet */
482	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
483	 }
484	 break;
485#if _HAVE_FULL_GL
486      case GL_FEEDBACK:
487	 if (ctx->Feedback.BufferSize==0) {
488	    /* haven't called glFeedbackBuffer yet */
489	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
490	 }
491	 break;
492#endif
493      default:
494	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
495	 return 0;
496   }
497
498   ctx->RenderMode = mode;
499   if (ctx->Driver.RenderMode)
500      ctx->Driver.RenderMode( ctx, mode );
501
502   return result;
503}
504
505/*@}*/
506
507
508void
509_mesa_init_feedback_dispatch(struct _glapi_table *disp)
510{
511   SET_InitNames(disp, _mesa_InitNames);
512   SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
513   SET_LoadName(disp, _mesa_LoadName);
514   SET_PassThrough(disp, _mesa_PassThrough);
515   SET_PopName(disp, _mesa_PopName);
516   SET_PushName(disp, _mesa_PushName);
517   SET_SelectBuffer(disp, _mesa_SelectBuffer);
518   SET_RenderMode(disp, _mesa_RenderMode);
519}
520
521
522#endif /* FEATURE_feedback */
523
524
525/**********************************************************************/
526/** \name Initialization */
527/*@{*/
528
529/**
530 * Initialize context feedback data.
531 */
532void _mesa_init_feedback( GLcontext * ctx )
533{
534   /* Feedback */
535   ctx->Feedback.Type = GL_2D;   /* TODO: verify */
536   ctx->Feedback.Buffer = NULL;
537   ctx->Feedback.BufferSize = 0;
538   ctx->Feedback.Count = 0;
539
540   /* Selection/picking */
541   ctx->Select.Buffer = NULL;
542   ctx->Select.BufferSize = 0;
543   ctx->Select.BufferCount = 0;
544   ctx->Select.Hits = 0;
545   ctx->Select.NameStackDepth = 0;
546
547   /* Miscellaneous */
548   ctx->RenderMode = GL_RENDER;
549}
550
551/*@}*/
552