/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/**
* GL_SELECT and GL_FEEDBACK render modes.
* Basically, we use a private instance of the 'draw' module for doing
* selection/feedback. It would be nice to use the transform_feedback
* hardware feature, but it's defined as happening pre-clip and we want
* post-clipped primitives. Also, there's concerns about the efficiency
* of using the hardware for this anyway.
*
* Authors:
* Brian Paul
*/
#include "main/imports.h"
#include "main/context.h"
#include "main/feedback.h"
#include "main/mfeatures.h"
#include "vbo/vbo.h"
#include "st_context.h"
#include "st_draw.h"
#include "st_cb_feedback.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "draw/draw_context.h"
#include "draw/draw_pipe.h"
#if FEATURE_feedback
/**
* This is actually used for both feedback and selection.
*/
struct feedback_stage
{
struct draw_stage stage; /**< Base class */
struct gl_context *ctx; /**< Rendering context */
GLboolean reset_stipple_counter;
};
/**********************************************************************
* GL Feedback functions
**********************************************************************/
static INLINE struct feedback_stage *
feedback_stage( struct draw_stage *stage )
{
return (struct feedback_stage *)stage;
}
static void
feedback_vertex(struct gl_context *ctx, const struct draw_context *draw,
const struct vertex_header *v)
{
const struct st_context *st = st_context(ctx);
GLfloat win[4];
const GLfloat *color, *texcoord;
GLuint slot;
/* Recall that Y=0=Top of window for Gallium wincoords */
win[0] = v->data[0][0];
win[1] = ctx->DrawBuffer->Height - v->data[0][1];
win[2] = v->data[0][2];
win[3] = 1.0F / v->data[0][3];
/* XXX
* When we compute vertex layout, save info about position of the
* color and texcoord attribs to use here.
*/
slot = st->vertex_result_to_slot[VERT_RESULT_COL0];
if (slot != ~0U)
color = v->data[slot];
else
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
slot = st->vertex_result_to_slot[VERT_RESULT_TEX0];
if (slot != ~0U)
texcoord = v->data[slot];
else
texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0];
_mesa_feedback_vertex(ctx, win, color, texcoord);
}
static void
feedback_tri( struct draw_stage *stage, struct prim_header *prim )
{
struct feedback_stage *fs = feedback_stage(stage);
struct draw_context *draw = stage->draw;
_mesa_feedback_token(fs->ctx, (GLfloat) GL_POLYGON_TOKEN);
_mesa_feedback_token(fs->ctx, (GLfloat) 3); /* three vertices */
feedback_vertex(fs->ctx, draw, prim->v[0]);
feedback_vertex(fs->ctx, draw, prim->v[1]);
feedback_vertex(fs->ctx, draw, prim->v[2]);
}
static void
feedback_line( struct draw_stage *stage, struct prim_header *prim )
{
struct feedback_stage *fs = feedback_stage(stage);
struct draw_context *draw = stage->draw;
if (fs->reset_stipple_counter) {
_mesa_feedback_token(fs->ctx, (GLfloat) GL_LINE_RESET_TOKEN);
fs->reset_stipple_counter = GL_FALSE;
}
else {
_mesa_feedback_token(fs->ctx, (GLfloat) GL_LINE_TOKEN);
}
feedback_vertex(fs->ctx, draw, prim->v[0]);
feedback_vertex(fs->ctx, draw, prim->v[1]);
}
static void
feedback_point( struct draw_stage *stage, struct prim_header *prim )
{
struct feedback_stage *fs = feedback_stage(stage);
struct draw_context *draw = stage->draw;
_mesa_feedback_token(fs->ctx, (GLfloat) GL_POINT_TOKEN);
feedback_vertex(fs->ctx, draw, prim->v[0]);
}
static void
feedback_flush( struct draw_stage *stage, unsigned flags )
{
/* no-op */
}
static void
feedback_reset_stipple_counter( struct draw_stage *stage )
{
struct feedback_stage *fs = feedback_stage(stage);
fs->reset_stipple_counter = GL_TRUE;
}
static void
feedback_destroy( struct draw_stage *stage )
{
/* no-op */
}
/**
* Create GL feedback drawing stage.
*/
static struct draw_stage *
draw_glfeedback_stage(struct gl_context *ctx, struct draw_context *draw)
{
struct feedback_stage *fs = ST_CALLOC_STRUCT(feedback_stage);
fs->stage.draw = draw;
fs->stage.next = NULL;
fs->stage.point = feedback_point;
fs->stage.line = feedback_line;
fs->stage.tri = feedback_tri;
fs->stage.flush = feedback_flush;
fs->stage.reset_stipple_counter = feedback_reset_stipple_counter;
fs->stage.destroy = feedback_destroy;
fs->ctx = ctx;
return &fs->stage;
}
/**********************************************************************
* GL Selection functions
**********************************************************************/
static void
select_tri( struct draw_stage *stage, struct prim_header *prim )
{
struct feedback_stage *fs = feedback_stage(stage);
_mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
_mesa_update_hitflag( fs->ctx, prim->v[1]->data[0][2] );
_mesa_update_hitflag( fs->ctx, prim->v[2]->data[0][2] );
}
static void
select_line( struct draw_stage *stage, struct prim_header *prim )
{
struct feedback_stage *fs = feedback_stage(stage);
_mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
_mesa_update_hitflag( fs->ctx, prim->v[1]->data[0][2] );
}
static void
select_point( struct draw_stage *stage, struct prim_header *prim )
{
struct feedback_stage *fs = feedback_stage(stage);
_mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
}
static void
select_flush( struct draw_stage *stage, unsigned flags )
{
/* no-op */
}
static void
select_reset_stipple_counter( struct draw_stage *stage )
{
/* no-op */
}
static void
select_destroy( struct draw_stage *stage )
{
/* no-op */
}
/**
* Create GL selection mode drawing stage.
*/
static struct draw_stage *
draw_glselect_stage(struct gl_context *ctx, struct draw_context *draw)
{
struct feedback_stage *fs = ST_CALLOC_STRUCT(feedback_stage);
fs->stage.draw = draw;
fs->stage.next = NULL;
fs->stage.point = select_point;
fs->stage.line = select_line;
fs->stage.tri = select_tri;
fs->stage.flush = select_flush;
fs->stage.reset_stipple_counter = select_reset_stipple_counter;
fs->stage.destroy = select_destroy;
fs->ctx = ctx;
return &fs->stage;
}
static void
st_RenderMode(struct gl_context *ctx, GLenum newMode )
{
struct st_context *st = st_context(ctx);
struct draw_context *draw = st->draw;
if (newMode == GL_RENDER) {
/* restore normal VBO draw function */
vbo_set_draw_func(ctx, st_draw_vbo);
}
else if (newMode == GL_SELECT) {
if (!st->selection_stage)
st->selection_stage = draw_glselect_stage(ctx, draw);
draw_set_rasterize_stage(draw, st->selection_stage);
/* Plug in new vbo draw function */
vbo_set_draw_func(ctx, st_feedback_draw_vbo);
}
else {
if (!st->feedback_stage)
st->feedback_stage = draw_glfeedback_stage(ctx, draw);
draw_set_rasterize_stage(draw, st->feedback_stage);
/* Plug in new vbo draw function */
vbo_set_draw_func(ctx, st_feedback_draw_vbo);
/* need to generate/use a vertex program that emits pos/color/tex */
st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
}
}
void st_init_feedback_functions(struct dd_function_table *functions)
{
functions->RenderMode = st_RenderMode;
}
#endif /* FEATURE_feedback */