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