/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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 "vbo/vbo.h" #include "st_context.h" #include "st_draw.h" #include "st_cb_feedback.h" #include "st_program.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "draw/draw_context.h" #include "draw/draw_pipe.h" /** * 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; win[0] = v->data[0][0]; if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) win[1] = ctx->DrawBuffer->Height - v->data[0][1]; else win[1] = 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->vp->result_to_output[VARYING_SLOT_COL0]; if (slot != ~0U) color = v->data[slot]; else color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; slot = st->vp->result_to_output[VARYING_SLOT_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_get_draw_context(st); if (!st->draw) return; if (newMode == GL_RENDER) { /* restore normal VBO draw function */ st_init_draw(st); } 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 { struct gl_program *vp = st->ctx->VertexProgram._Current; 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 */ if (vp) st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp)); } } void st_init_feedback_functions(struct dd_function_table *functions) { functions->RenderMode = st_RenderMode; }