feedback.c revision cdc920a0
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 "main/dispatch.h"
40
41
42#if FEATURE_feedback
43
44
45#define FB_3D		0x01
46#define FB_4D		0x02
47#define FB_COLOR	0x04
48#define FB_TEXTURE	0X08
49
50
51
52static void GLAPIENTRY
53_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
54{
55   GET_CURRENT_CONTEXT(ctx);
56   ASSERT_OUTSIDE_BEGIN_END(ctx);
57
58   if (ctx->RenderMode==GL_FEEDBACK) {
59      _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
60      return;
61   }
62   if (size<0) {
63      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
64      return;
65   }
66   if (!buffer) {
67      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
68      ctx->Feedback.BufferSize = 0;
69      return;
70   }
71
72   switch (type) {
73      case GL_2D:
74	 ctx->Feedback._Mask = 0;
75	 break;
76      case GL_3D:
77	 ctx->Feedback._Mask = FB_3D;
78	 break;
79      case GL_3D_COLOR:
80	 ctx->Feedback._Mask = (FB_3D | FB_COLOR);
81	 break;
82      case GL_3D_COLOR_TEXTURE:
83	 ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
84	 break;
85      case GL_4D_COLOR_TEXTURE:
86	 ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
87	 break;
88      default:
89         _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
90	 return;
91   }
92
93   FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
94   ctx->Feedback.Type = type;
95   ctx->Feedback.BufferSize = size;
96   ctx->Feedback.Buffer = buffer;
97   ctx->Feedback.Count = 0;	              /* Becaues of this. */
98}
99
100
101static void GLAPIENTRY
102_mesa_PassThrough( GLfloat token )
103{
104   GET_CURRENT_CONTEXT(ctx);
105   ASSERT_OUTSIDE_BEGIN_END(ctx);
106
107   if (ctx->RenderMode==GL_FEEDBACK) {
108      FLUSH_VERTICES(ctx, 0);
109      _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
110      _mesa_feedback_token( ctx, token );
111   }
112}
113
114
115/**
116 * Put a vertex into the feedback buffer.
117 */
118void
119_mesa_feedback_vertex(GLcontext *ctx,
120                      const GLfloat win[4],
121                      const GLfloat color[4],
122                      const GLfloat texcoord[4])
123{
124   _mesa_feedback_token( ctx, win[0] );
125   _mesa_feedback_token( ctx, win[1] );
126   if (ctx->Feedback._Mask & FB_3D) {
127      _mesa_feedback_token( ctx, win[2] );
128   }
129   if (ctx->Feedback._Mask & FB_4D) {
130      _mesa_feedback_token( ctx, win[3] );
131   }
132   if (ctx->Feedback._Mask & FB_COLOR) {
133      _mesa_feedback_token( ctx, color[0] );
134      _mesa_feedback_token( ctx, color[1] );
135      _mesa_feedback_token( ctx, color[2] );
136      _mesa_feedback_token( ctx, color[3] );
137   }
138   if (ctx->Feedback._Mask & FB_TEXTURE) {
139      _mesa_feedback_token( ctx, texcoord[0] );
140      _mesa_feedback_token( ctx, texcoord[1] );
141      _mesa_feedback_token( ctx, texcoord[2] );
142      _mesa_feedback_token( ctx, texcoord[3] );
143   }
144}
145
146
147/**********************************************************************/
148/** \name Selection */
149/*@{*/
150
151/**
152 * Establish a buffer for selection mode values.
153 *
154 * \param size buffer size.
155 * \param buffer buffer.
156 *
157 * \sa glSelectBuffer().
158 *
159 * \note this function can't be put in a display list.
160 *
161 * Verifies we're not in selection mode, flushes the vertices and initialize
162 * the fields in __GLcontextRec::Select with the given buffer.
163 */
164static void GLAPIENTRY
165_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
166{
167   GET_CURRENT_CONTEXT(ctx);
168   ASSERT_OUTSIDE_BEGIN_END(ctx);
169
170   if (ctx->RenderMode==GL_SELECT) {
171      _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
172      return;			/* KW: added return */
173   }
174
175   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
176   ctx->Select.Buffer = buffer;
177   ctx->Select.BufferSize = size;
178   ctx->Select.BufferCount = 0;
179   ctx->Select.HitFlag = GL_FALSE;
180   ctx->Select.HitMinZ = 1.0;
181   ctx->Select.HitMaxZ = 0.0;
182}
183
184
185/**
186 * Write a value of a record into the selection buffer.
187 *
188 * \param ctx GL context.
189 * \param value value.
190 *
191 * Verifies there is free space in the buffer to write the value and
192 * increments the pointer.
193 */
194static INLINE void
195write_record(GLcontext *ctx, GLuint value)
196{
197   if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
198      ctx->Select.Buffer[ctx->Select.BufferCount] = value;
199   }
200   ctx->Select.BufferCount++;
201}
202
203
204/**
205 * Update the hit flag and the maximum and minimum depth values.
206 *
207 * \param ctx GL context.
208 * \param z depth.
209 *
210 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
211 * gl_selection::HitMaxZ.
212 */
213void
214_mesa_update_hitflag(GLcontext *ctx, GLfloat z)
215{
216   ctx->Select.HitFlag = GL_TRUE;
217   if (z < ctx->Select.HitMinZ) {
218      ctx->Select.HitMinZ = z;
219   }
220   if (z > ctx->Select.HitMaxZ) {
221      ctx->Select.HitMaxZ = z;
222   }
223}
224
225
226/**
227 * Write the hit record.
228 *
229 * \param ctx GL context.
230 *
231 * Write the hit record, i.e., the number of names in the stack, the minimum and
232 * maximum depth values and the number of names in the name stack at the time
233 * of the event. Resets the hit flag.
234 *
235 * \sa gl_selection.
236 */
237static void
238write_hit_record(GLcontext *ctx)
239{
240   GLuint i;
241   GLuint zmin, zmax, zscale = (~0u);
242
243   /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
244   /* 2^32-1 and round to nearest unsigned integer. */
245
246   assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
247   zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
248   zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
249
250   write_record( ctx, ctx->Select.NameStackDepth );
251   write_record( ctx, zmin );
252   write_record( ctx, zmax );
253   for (i = 0; i < ctx->Select.NameStackDepth; i++) {
254      write_record( ctx, ctx->Select.NameStack[i] );
255   }
256
257   ctx->Select.Hits++;
258   ctx->Select.HitFlag = GL_FALSE;
259   ctx->Select.HitMinZ = 1.0;
260   ctx->Select.HitMaxZ = -1.0;
261}
262
263
264/**
265 * Initialize the name stack.
266 *
267 * Verifies we are in select mode and resets the name stack depth and resets
268 * the hit record data in gl_selection. Marks new render mode in
269 * __GLcontextRec::NewState.
270 */
271static void GLAPIENTRY
272_mesa_InitNames( void )
273{
274   GET_CURRENT_CONTEXT(ctx);
275   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
276
277   /* Record the hit before the HitFlag is wiped out again. */
278   if (ctx->RenderMode == GL_SELECT) {
279      if (ctx->Select.HitFlag) {
280         write_hit_record( ctx );
281      }
282   }
283   ctx->Select.NameStackDepth = 0;
284   ctx->Select.HitFlag = GL_FALSE;
285   ctx->Select.HitMinZ = 1.0;
286   ctx->Select.HitMaxZ = 0.0;
287   ctx->NewState |= _NEW_RENDERMODE;
288}
289
290
291/**
292 * Load the top-most name of the name stack.
293 *
294 * \param name name.
295 *
296 * Verifies we are in selection mode and that the name stack is not empty.
297 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
298 * and replace the top-most name in the stack.
299 *
300 * sa __GLcontextRec::Select.
301 */
302static void GLAPIENTRY
303_mesa_LoadName( GLuint name )
304{
305   GET_CURRENT_CONTEXT(ctx);
306   ASSERT_OUTSIDE_BEGIN_END(ctx);
307
308   if (ctx->RenderMode != GL_SELECT) {
309      return;
310   }
311   if (ctx->Select.NameStackDepth == 0) {
312      _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
313      return;
314   }
315
316   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
317
318   if (ctx->Select.HitFlag) {
319      write_hit_record( ctx );
320   }
321   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
322      ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
323   }
324   else {
325      ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
326   }
327}
328
329
330/**
331 * Push a name into the name stack.
332 *
333 * \param name name.
334 *
335 * Verifies we are in selection mode and that the name stack is not full.
336 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
337 * and adds the name to the top of the name stack.
338 *
339 * sa __GLcontextRec::Select.
340 */
341static void GLAPIENTRY
342_mesa_PushName( GLuint name )
343{
344   GET_CURRENT_CONTEXT(ctx);
345   ASSERT_OUTSIDE_BEGIN_END(ctx);
346
347   if (ctx->RenderMode != GL_SELECT) {
348      return;
349   }
350
351   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
352   if (ctx->Select.HitFlag) {
353      write_hit_record( ctx );
354   }
355   if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
356      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
357   }
358   else
359      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
360}
361
362
363/**
364 * Pop a name into the name stack.
365 *
366 * Verifies we are in selection mode and that the name stack is not empty.
367 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
368 * and removes top-most name in the name stack.
369 *
370 * sa __GLcontextRec::Select.
371 */
372static void GLAPIENTRY
373_mesa_PopName( void )
374{
375   GET_CURRENT_CONTEXT(ctx);
376   ASSERT_OUTSIDE_BEGIN_END(ctx);
377
378   if (ctx->RenderMode != GL_SELECT) {
379      return;
380   }
381
382   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
383   if (ctx->Select.HitFlag) {
384      write_hit_record( ctx );
385   }
386   if (ctx->Select.NameStackDepth == 0) {
387      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
388   }
389   else
390      ctx->Select.NameStackDepth--;
391}
392
393/*@}*/
394
395
396/**********************************************************************/
397/** \name Render Mode */
398/*@{*/
399
400/**
401 * Set rasterization mode.
402 *
403 * \param mode rasterization mode.
404 *
405 * \note this function can't be put in a display list.
406 *
407 * \sa glRenderMode().
408 *
409 * Flushes the vertices and do the necessary cleanup according to the previous
410 * rasterization mode, such as writing the hit record or resent the select
411 * buffer index when exiting the select mode. Updates
412 * __GLcontextRec::RenderMode and notifies the driver via the
413 * dd_function_table::RenderMode callback.
414 */
415static GLint GLAPIENTRY
416_mesa_RenderMode( GLenum mode )
417{
418   GET_CURRENT_CONTEXT(ctx);
419   GLint result;
420   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
421
422   if (MESA_VERBOSE & VERBOSE_API)
423      _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
424
425   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
426
427   switch (ctx->RenderMode) {
428      case GL_RENDER:
429	 result = 0;
430	 break;
431      case GL_SELECT:
432	 if (ctx->Select.HitFlag) {
433	    write_hit_record( ctx );
434	 }
435	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
436	    /* overflow */
437#ifdef DEBUG
438            _mesa_warning(ctx, "Feedback buffer overflow");
439#endif
440	    result = -1;
441	 }
442	 else {
443	    result = ctx->Select.Hits;
444	 }
445	 ctx->Select.BufferCount = 0;
446	 ctx->Select.Hits = 0;
447	 ctx->Select.NameStackDepth = 0;
448	 break;
449#if _HAVE_FULL_GL
450      case GL_FEEDBACK:
451	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
452	    /* overflow */
453	    result = -1;
454	 }
455	 else {
456	    result = ctx->Feedback.Count;
457	 }
458	 ctx->Feedback.Count = 0;
459	 break;
460#endif
461      default:
462	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
463	 return 0;
464   }
465
466   switch (mode) {
467      case GL_RENDER:
468         break;
469      case GL_SELECT:
470	 if (ctx->Select.BufferSize==0) {
471	    /* haven't called glSelectBuffer yet */
472	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
473	 }
474	 break;
475#if _HAVE_FULL_GL
476      case GL_FEEDBACK:
477	 if (ctx->Feedback.BufferSize==0) {
478	    /* haven't called glFeedbackBuffer yet */
479	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
480	 }
481	 break;
482#endif
483      default:
484	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
485	 return 0;
486   }
487
488   ctx->RenderMode = mode;
489   if (ctx->Driver.RenderMode)
490      ctx->Driver.RenderMode( ctx, mode );
491
492   return result;
493}
494
495/*@}*/
496
497
498void
499_mesa_init_feedback_dispatch(struct _glapi_table *disp)
500{
501   SET_InitNames(disp, _mesa_InitNames);
502   SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
503   SET_LoadName(disp, _mesa_LoadName);
504   SET_PassThrough(disp, _mesa_PassThrough);
505   SET_PopName(disp, _mesa_PopName);
506   SET_PushName(disp, _mesa_PushName);
507   SET_SelectBuffer(disp, _mesa_SelectBuffer);
508   SET_RenderMode(disp, _mesa_RenderMode);
509}
510
511
512#endif /* FEATURE_feedback */
513
514
515/**********************************************************************/
516/** \name Initialization */
517/*@{*/
518
519/**
520 * Initialize context feedback data.
521 */
522void _mesa_init_feedback( GLcontext * ctx )
523{
524   /* Feedback */
525   ctx->Feedback.Type = GL_2D;   /* TODO: verify */
526   ctx->Feedback.Buffer = NULL;
527   ctx->Feedback.BufferSize = 0;
528   ctx->Feedback.Count = 0;
529
530   /* Selection/picking */
531   ctx->Select.Buffer = NULL;
532   ctx->Select.BufferSize = 0;
533   ctx->Select.BufferCount = 0;
534   ctx->Select.Hits = 0;
535   ctx->Select.NameStackDepth = 0;
536
537   /* Miscellaneous */
538   ctx->RenderMode = GL_RENDER;
539}
540
541/*@}*/
542