feedback.c revision af69d88d
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 "colormac.h"
34#include "context.h"
35#include "enums.h"
36#include "feedback.h"
37#include "macros.h"
38#include "mtypes.h"
39#include "main/dispatch.h"
40
41
42#define FB_3D		0x01
43#define FB_4D		0x02
44#define FB_COLOR	0x04
45#define FB_TEXTURE	0X08
46
47
48
49void GLAPIENTRY
50_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
51{
52   GET_CURRENT_CONTEXT(ctx);
53
54   if (ctx->RenderMode==GL_FEEDBACK) {
55      _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
56      return;
57   }
58   if (size<0) {
59      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
60      return;
61   }
62   if (!buffer && size > 0) {
63      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
64      ctx->Feedback.BufferSize = 0;
65      return;
66   }
67
68   switch (type) {
69      case GL_2D:
70	 ctx->Feedback._Mask = 0;
71	 break;
72      case GL_3D:
73	 ctx->Feedback._Mask = FB_3D;
74	 break;
75      case GL_3D_COLOR:
76	 ctx->Feedback._Mask = (FB_3D | FB_COLOR);
77	 break;
78      case GL_3D_COLOR_TEXTURE:
79	 ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
80	 break;
81      case GL_4D_COLOR_TEXTURE:
82	 ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
83	 break;
84      default:
85         _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
86	 return;
87   }
88
89   FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
90   ctx->Feedback.Type = type;
91   ctx->Feedback.BufferSize = size;
92   ctx->Feedback.Buffer = buffer;
93   ctx->Feedback.Count = 0;	              /* Becaues of this. */
94}
95
96
97void GLAPIENTRY
98_mesa_PassThrough( GLfloat token )
99{
100   GET_CURRENT_CONTEXT(ctx);
101
102   if (ctx->RenderMode==GL_FEEDBACK) {
103      FLUSH_VERTICES(ctx, 0);
104      _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
105      _mesa_feedback_token( ctx, token );
106   }
107}
108
109
110/**
111 * Put a vertex into the feedback buffer.
112 */
113void
114_mesa_feedback_vertex(struct gl_context *ctx,
115                      const GLfloat win[4],
116                      const GLfloat color[4],
117                      const GLfloat texcoord[4])
118{
119   _mesa_feedback_token( ctx, win[0] );
120   _mesa_feedback_token( ctx, win[1] );
121   if (ctx->Feedback._Mask & FB_3D) {
122      _mesa_feedback_token( ctx, win[2] );
123   }
124   if (ctx->Feedback._Mask & FB_4D) {
125      _mesa_feedback_token( ctx, win[3] );
126   }
127   if (ctx->Feedback._Mask & FB_COLOR) {
128      _mesa_feedback_token( ctx, color[0] );
129      _mesa_feedback_token( ctx, color[1] );
130      _mesa_feedback_token( ctx, color[2] );
131      _mesa_feedback_token( ctx, color[3] );
132   }
133   if (ctx->Feedback._Mask & FB_TEXTURE) {
134      _mesa_feedback_token( ctx, texcoord[0] );
135      _mesa_feedback_token( ctx, texcoord[1] );
136      _mesa_feedback_token( ctx, texcoord[2] );
137      _mesa_feedback_token( ctx, texcoord[3] );
138   }
139}
140
141
142/**********************************************************************/
143/** \name Selection */
144/*@{*/
145
146/**
147 * Establish a buffer for selection mode values.
148 *
149 * \param size buffer size.
150 * \param buffer buffer.
151 *
152 * \sa glSelectBuffer().
153 *
154 * \note this function can't be put in a display list.
155 *
156 * Verifies we're not in selection mode, flushes the vertices and initialize
157 * the fields in __struct gl_contextRec::Select with the given buffer.
158 */
159void GLAPIENTRY
160_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
161{
162   GET_CURRENT_CONTEXT(ctx);
163
164   if (size < 0) {
165      _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
166      return;
167   }
168
169   if (ctx->RenderMode==GL_SELECT) {
170      _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
171      return;			/* KW: added return */
172   }
173
174   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
175   ctx->Select.Buffer = buffer;
176   ctx->Select.BufferSize = size;
177   ctx->Select.BufferCount = 0;
178   ctx->Select.HitFlag = GL_FALSE;
179   ctx->Select.HitMinZ = 1.0;
180   ctx->Select.HitMaxZ = 0.0;
181}
182
183
184/**
185 * Write a value of a record into the selection buffer.
186 *
187 * \param ctx GL context.
188 * \param value value.
189 *
190 * Verifies there is free space in the buffer to write the value and
191 * increments the pointer.
192 */
193static inline void
194write_record(struct gl_context *ctx, GLuint value)
195{
196   if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
197      ctx->Select.Buffer[ctx->Select.BufferCount] = value;
198   }
199   ctx->Select.BufferCount++;
200}
201
202
203/**
204 * Update the hit flag and the maximum and minimum depth values.
205 *
206 * \param ctx GL context.
207 * \param z depth.
208 *
209 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
210 * gl_selection::HitMaxZ.
211 */
212void
213_mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
214{
215   ctx->Select.HitFlag = GL_TRUE;
216   if (z < ctx->Select.HitMinZ) {
217      ctx->Select.HitMinZ = z;
218   }
219   if (z > ctx->Select.HitMaxZ) {
220      ctx->Select.HitMaxZ = z;
221   }
222}
223
224
225/**
226 * Write the hit record.
227 *
228 * \param ctx GL context.
229 *
230 * Write the hit record, i.e., the number of names in the stack, the minimum and
231 * maximum depth values and the number of names in the name stack at the time
232 * of the event. Resets the hit flag.
233 *
234 * \sa gl_selection.
235 */
236static void
237write_hit_record(struct gl_context *ctx)
238{
239   GLuint i;
240   GLuint zmin, zmax, zscale = (~0u);
241
242   /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
243   /* 2^32-1 and round to nearest unsigned integer. */
244
245   assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
246   zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
247   zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
248
249   write_record( ctx, ctx->Select.NameStackDepth );
250   write_record( ctx, zmin );
251   write_record( ctx, zmax );
252   for (i = 0; i < ctx->Select.NameStackDepth; i++) {
253      write_record( ctx, ctx->Select.NameStack[i] );
254   }
255
256   ctx->Select.Hits++;
257   ctx->Select.HitFlag = GL_FALSE;
258   ctx->Select.HitMinZ = 1.0;
259   ctx->Select.HitMaxZ = -1.0;
260}
261
262
263/**
264 * Initialize the name stack.
265 *
266 * Verifies we are in select mode and resets the name stack depth and resets
267 * the hit record data in gl_selection. Marks new render mode in
268 * __struct gl_contextRec::NewState.
269 */
270void GLAPIENTRY
271_mesa_InitNames( void )
272{
273   GET_CURRENT_CONTEXT(ctx);
274   FLUSH_VERTICES(ctx, 0);
275
276   /* Record the hit before the HitFlag is wiped out again. */
277   if (ctx->RenderMode == GL_SELECT) {
278      if (ctx->Select.HitFlag) {
279         write_hit_record( ctx );
280      }
281   }
282   ctx->Select.NameStackDepth = 0;
283   ctx->Select.HitFlag = GL_FALSE;
284   ctx->Select.HitMinZ = 1.0;
285   ctx->Select.HitMaxZ = 0.0;
286   ctx->NewState |= _NEW_RENDERMODE;
287}
288
289
290/**
291 * Load the top-most name of the name stack.
292 *
293 * \param name name.
294 *
295 * Verifies we are in selection mode and that the name stack is not empty.
296 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
297 * and replace the top-most name in the stack.
298 *
299 * sa __struct gl_contextRec::Select.
300 */
301void GLAPIENTRY
302_mesa_LoadName( GLuint name )
303{
304   GET_CURRENT_CONTEXT(ctx);
305
306   if (ctx->RenderMode != GL_SELECT) {
307      return;
308   }
309   if (ctx->Select.NameStackDepth == 0) {
310      _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
311      return;
312   }
313
314   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
315
316   if (ctx->Select.HitFlag) {
317      write_hit_record( ctx );
318   }
319   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
320      ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
321   }
322   else {
323      ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
324   }
325}
326
327
328/**
329 * Push a name into the name stack.
330 *
331 * \param name name.
332 *
333 * Verifies we are in selection mode and that the name stack is not full.
334 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
335 * and adds the name to the top of the name stack.
336 *
337 * sa __struct gl_contextRec::Select.
338 */
339void GLAPIENTRY
340_mesa_PushName( GLuint name )
341{
342   GET_CURRENT_CONTEXT(ctx);
343
344   if (ctx->RenderMode != GL_SELECT) {
345      return;
346   }
347
348   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
349   if (ctx->Select.HitFlag) {
350      write_hit_record( ctx );
351   }
352   if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
353      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
354   }
355   else
356      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
357}
358
359
360/**
361 * Pop a name into the name stack.
362 *
363 * Verifies we are in selection mode and that the name stack is not empty.
364 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
365 * and removes top-most name in the name stack.
366 *
367 * sa __struct gl_contextRec::Select.
368 */
369void GLAPIENTRY
370_mesa_PopName( void )
371{
372   GET_CURRENT_CONTEXT(ctx);
373
374   if (ctx->RenderMode != GL_SELECT) {
375      return;
376   }
377
378   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
379   if (ctx->Select.HitFlag) {
380      write_hit_record( ctx );
381   }
382   if (ctx->Select.NameStackDepth == 0) {
383      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
384   }
385   else
386      ctx->Select.NameStackDepth--;
387}
388
389/*@}*/
390
391
392/**********************************************************************/
393/** \name Render Mode */
394/*@{*/
395
396/**
397 * Set rasterization mode.
398 *
399 * \param mode rasterization mode.
400 *
401 * \note this function can't be put in a display list.
402 *
403 * \sa glRenderMode().
404 *
405 * Flushes the vertices and do the necessary cleanup according to the previous
406 * rasterization mode, such as writing the hit record or resent the select
407 * buffer index when exiting the select mode. Updates
408 * __struct gl_contextRec::RenderMode and notifies the driver via the
409 * dd_function_table::RenderMode callback.
410 */
411GLint GLAPIENTRY
412_mesa_RenderMode( GLenum mode )
413{
414   GET_CURRENT_CONTEXT(ctx);
415   GLint result;
416   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
417
418   if (MESA_VERBOSE & VERBOSE_API)
419      _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
420
421   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
422
423   switch (ctx->RenderMode) {
424      case GL_RENDER:
425	 result = 0;
426	 break;
427      case GL_SELECT:
428	 if (ctx->Select.HitFlag) {
429	    write_hit_record( ctx );
430	 }
431	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
432	    /* overflow */
433#ifdef DEBUG
434            _mesa_warning(ctx, "Feedback buffer overflow");
435#endif
436	    result = -1;
437	 }
438	 else {
439	    result = ctx->Select.Hits;
440	 }
441	 ctx->Select.BufferCount = 0;
442	 ctx->Select.Hits = 0;
443	 ctx->Select.NameStackDepth = 0;
444	 break;
445      case GL_FEEDBACK:
446	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
447	    /* overflow */
448	    result = -1;
449	 }
450	 else {
451	    result = ctx->Feedback.Count;
452	 }
453	 ctx->Feedback.Count = 0;
454	 break;
455      default:
456	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
457	 return 0;
458   }
459
460   switch (mode) {
461      case GL_RENDER:
462         break;
463      case GL_SELECT:
464	 if (ctx->Select.BufferSize==0) {
465	    /* haven't called glSelectBuffer yet */
466	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
467	 }
468	 break;
469      case GL_FEEDBACK:
470	 if (ctx->Feedback.BufferSize==0) {
471	    /* haven't called glFeedbackBuffer yet */
472	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
473	 }
474	 break;
475      default:
476	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
477	 return 0;
478   }
479
480   ctx->RenderMode = mode;
481   if (ctx->Driver.RenderMode)
482      ctx->Driver.RenderMode( ctx, mode );
483
484   return result;
485}
486
487/*@}*/
488
489
490/**********************************************************************/
491/** \name Initialization */
492/*@{*/
493
494/**
495 * Initialize context feedback data.
496 */
497void _mesa_init_feedback( struct gl_context * ctx )
498{
499   /* Feedback */
500   ctx->Feedback.Type = GL_2D;   /* TODO: verify */
501   ctx->Feedback.Buffer = NULL;
502   ctx->Feedback.BufferSize = 0;
503   ctx->Feedback.Count = 0;
504
505   /* Selection/picking */
506   ctx->Select.Buffer = NULL;
507   ctx->Select.BufferSize = 0;
508   ctx->Select.BufferCount = 0;
509   ctx->Select.Hits = 0;
510   ctx->Select.NameStackDepth = 0;
511
512   /* Miscellaneous */
513   ctx->RenderMode = GL_RENDER;
514}
515
516/*@}*/
517