예제 #1
0
파일: feedback.c 프로젝트: soreau/mesa
/**
 * Load the top-most name of the name stack.
 *
 * \param name name.
 *
 * Verifies we are in selection mode and that the name stack is not empty.
 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
 * and replace the top-most name in the stack.
 *
 * sa __struct gl_contextRec::Select.
 */
void GLAPIENTRY
_mesa_LoadName( GLuint name )
{
    GET_CURRENT_CONTEXT(ctx);

    if (ctx->RenderMode != GL_SELECT) {
        return;
    }
    if (ctx->Select.NameStackDepth == 0) {
        _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
        return;
    }

    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);

    if (ctx->Select.HitFlag) {
        write_hit_record( ctx );
    }
    if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
        ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
    }
    else {
        ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
    }
}
예제 #2
0
파일: feedback.c 프로젝트: wwzbwwzb/fbdri
void
_mesa_InitNames( void )
{
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames");
   /* Record the hit before the HitFlag is wiped out again. */
   if (ctx->RenderMode == GL_SELECT) {
      if (ctx->Select.HitFlag) {
         write_hit_record( ctx );
      }
   }
   ctx->Select.NameStackDepth = 0;
   ctx->Select.HitFlag = GL_FALSE;
   ctx->Select.HitMinZ = 1.0;
   ctx->Select.HitMaxZ = 0.0;
}
예제 #3
0
파일: feedback.c 프로젝트: soreau/mesa
/**
 * Initialize the name stack.
 *
 * Verifies we are in select mode and resets the name stack depth and resets
 * the hit record data in gl_selection. Marks new render mode in
 * __struct gl_contextRec::NewState.
 */
void GLAPIENTRY
_mesa_InitNames( void )
{
    GET_CURRENT_CONTEXT(ctx);
    FLUSH_VERTICES(ctx, 0);

    /* Record the hit before the HitFlag is wiped out again. */
    if (ctx->RenderMode == GL_SELECT) {
        if (ctx->Select.HitFlag) {
            write_hit_record( ctx );
        }
    }
    ctx->Select.NameStackDepth = 0;
    ctx->Select.HitFlag = GL_FALSE;
    ctx->Select.HitMinZ = 1.0;
    ctx->Select.HitMaxZ = 0.0;
    ctx->NewState |= _NEW_RENDERMODE;
}
예제 #4
0
파일: feedback.c 프로젝트: wwzbwwzb/fbdri
void
_mesa_PopName( void )
{
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName");
   if (ctx->RenderMode != GL_SELECT) {
      return;
   }
   if (ctx->Select.HitFlag) {
      write_hit_record( ctx );
   }
   if (ctx->Select.NameStackDepth > 0) {
      ctx->Select.NameStackDepth--;
   }
   else {
      gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
   }
}
예제 #5
0
파일: feedback.c 프로젝트: wwzbwwzb/fbdri
void
_mesa_PushName( GLuint name )
{
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName");
   if (ctx->RenderMode != GL_SELECT) {
      return;
   }
   if (ctx->Select.HitFlag) {
      write_hit_record( ctx );
   }
   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
   }
   else {
      gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
   }
}
예제 #6
0
파일: feedback.c 프로젝트: soreau/mesa
/**
 * Pop a name into the name stack.
 *
 * Verifies we are in selection mode and that the name stack is not empty.
 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
 * and removes top-most name in the name stack.
 *
 * sa __struct gl_contextRec::Select.
 */
void GLAPIENTRY
_mesa_PopName( void )
{
    GET_CURRENT_CONTEXT(ctx);

    if (ctx->RenderMode != GL_SELECT) {
        return;
    }

    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
    if (ctx->Select.HitFlag) {
        write_hit_record( ctx );
    }
    if (ctx->Select.NameStackDepth == 0) {
        _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
    }
    else
        ctx->Select.NameStackDepth--;
}
예제 #7
0
파일: feedback.c 프로젝트: soreau/mesa
/**
 * Push a name into the name stack.
 *
 * \param name name.
 *
 * Verifies we are in selection mode and that the name stack is not full.
 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
 * and adds the name to the top of the name stack.
 *
 * sa __struct gl_contextRec::Select.
 */
void GLAPIENTRY
_mesa_PushName( GLuint name )
{
    GET_CURRENT_CONTEXT(ctx);

    if (ctx->RenderMode != GL_SELECT) {
        return;
    }

    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
    if (ctx->Select.HitFlag) {
        write_hit_record( ctx );
    }
    if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
        _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
    }
    else
        ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
}
예제 #8
0
void gl_PopName( GLcontext *ctx )
{
   if (INSIDE_BEGIN_END(ctx)) {
      gl_error( ctx, GL_INVALID_OPERATION, "glPopName" );
      return;
   }
   if (ctx->RenderMode!=GL_SELECT) {
      return;
   }
   if (ctx->Select.HitFlag) {
      write_hit_record( ctx );
   }
   if (ctx->Select.NameStackDepth>0) {
      ctx->Select.NameStackDepth--;
   }
   else {
      gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
   }
}
예제 #9
0
void gl_PushName( GLcontext *ctx, GLuint name )
{
   if (INSIDE_BEGIN_END(ctx)) {
      gl_error( ctx, GL_INVALID_OPERATION, "glPushName" );
      return;
   }
   if (ctx->RenderMode!=GL_SELECT) {
      return;
   }
   if (ctx->Select.HitFlag) {
      write_hit_record( ctx );
   }
   if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
   }
   else {
      gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
   }
}
예제 #10
0
파일: feedback.c 프로젝트: wwzbwwzb/fbdri
void
_mesa_LoadName( GLuint name )
{
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName");
   if (ctx->RenderMode != GL_SELECT) {
      return;
   }
   if (ctx->Select.NameStackDepth == 0) {
      gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
      return;
   }
   if (ctx->Select.HitFlag) {
      write_hit_record( ctx );
   }
   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
      ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
   }
   else {
      ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
   }
}
예제 #11
0
파일: feedback.c 프로젝트: soreau/mesa
/**
 * Set rasterization mode.
 *
 * \param mode rasterization mode.
 *
 * \note this function can't be put in a display list.
 *
 * \sa glRenderMode().
 *
 * Flushes the vertices and do the necessary cleanup according to the previous
 * rasterization mode, such as writing the hit record or resent the select
 * buffer index when exiting the select mode. Updates
 * __struct gl_contextRec::RenderMode and notifies the driver via the
 * dd_function_table::RenderMode callback.
 */
GLint GLAPIENTRY
_mesa_RenderMode( GLenum mode )
{
    GET_CURRENT_CONTEXT(ctx);
    GLint result;
    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);

    if (MESA_VERBOSE & VERBOSE_API)
        _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));

    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);

    switch (ctx->RenderMode) {
    case GL_RENDER:
        result = 0;
        break;
    case GL_SELECT:
        if (ctx->Select.HitFlag) {
            write_hit_record( ctx );
        }
        if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
            /* overflow */
#ifdef DEBUG
            _mesa_warning(ctx, "Feedback buffer overflow");
#endif
            result = -1;
        }
        else {
            result = ctx->Select.Hits;
        }
        ctx->Select.BufferCount = 0;
        ctx->Select.Hits = 0;
        ctx->Select.NameStackDepth = 0;
        break;
    case GL_FEEDBACK:
        if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
            /* overflow */
            result = -1;
        }
        else {
            result = ctx->Feedback.Count;
        }
        ctx->Feedback.Count = 0;
        break;
    default:
        _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
        return 0;
    }

    switch (mode) {
    case GL_RENDER:
        break;
    case GL_SELECT:
        if (ctx->Select.BufferSize==0) {
            /* haven't called glSelectBuffer yet */
            _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
        }
        break;
    case GL_FEEDBACK:
        if (ctx->Feedback.BufferSize==0) {
            /* haven't called glFeedbackBuffer yet */
            _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
        }
        break;
    default:
        _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
        return 0;
    }

    ctx->RenderMode = mode;
    if (ctx->Driver.RenderMode)
        ctx->Driver.RenderMode( ctx, mode );

    return result;
}
예제 #12
0
파일: feedback.c 프로젝트: wwzbwwzb/fbdri
/*
 * NOTE: this function can't be put in a display list.
 */
GLint
_mesa_RenderMode( GLenum mode )
{
   GET_CURRENT_CONTEXT(ctx);
   GLint result;

   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0);

   if (MESA_VERBOSE & VERBOSE_API)
      fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode));

   ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);

   switch (ctx->RenderMode) {
      case GL_RENDER:
	 result = 0;
	 break;
      case GL_SELECT:
	 if (ctx->Select.HitFlag) {
	    write_hit_record( ctx );
	 }
	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
	    /* overflow */
#ifdef DEBUG
            gl_warning(ctx, "Feedback buffer overflow");
#endif
	    result = -1;
	 }
	 else {
	    result = ctx->Select.Hits;
	 }
	 ctx->Select.BufferCount = 0;
	 ctx->Select.Hits = 0;
	 ctx->Select.NameStackDepth = 0;
	 break;
      case GL_FEEDBACK:
	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
	    /* overflow */
	    result = -1;
	 }
	 else {
	    result = ctx->Feedback.Count;
	 }
	 ctx->Feedback.Count = 0;
	 break;
      default:
	 gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
	 return 0;
   }

   switch (mode) {
      case GL_RENDER:
         break;
      case GL_SELECT:
	 ctx->TriangleCaps |= DD_SELECT;
	 if (ctx->Select.BufferSize==0) {
	    /* haven't called glSelectBuffer yet */
	    gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
	 }
	 break;
      case GL_FEEDBACK:
	 ctx->TriangleCaps |= DD_FEEDBACK;
	 if (ctx->Feedback.BufferSize==0) {
	    /* haven't called glFeedbackBuffer yet */
	    gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
	 }
	 break;
      default:
	 gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
	 return 0;
   }

   ctx->RenderMode = mode;
   ctx->NewState |= NEW_ALL;

   return result;
}
예제 #13
0
/*
 * NOTE: this function can't be put in a display list.
 */
GLint gl_RenderMode( GLcontext *ctx, GLenum mode )
{
   GLint result;

   if (INSIDE_BEGIN_END(ctx)) {
      gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
   }

   switch (ctx->RenderMode) {
      case GL_RENDER:
	 result = 0;
	 break;
      case GL_SELECT:
	 if (ctx->Select.HitFlag) {
	    write_hit_record( ctx );
	 }
	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
	    /* overflow */
#ifdef DEBUG
            gl_warning(ctx, "Feedback buffer overflow");
#endif
	    result = -1;
	 }
	 else {
	    result = ctx->Select.Hits;
	 }
	 ctx->Select.BufferCount = 0;
	 ctx->Select.Hits = 0;
	 ctx->Select.NameStackDepth = 0;
	 break;
      case GL_FEEDBACK:
	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
	    /* overflow */
	    result = -1;
	 }
	 else {
	    result = ctx->Feedback.Count;
	 }
	 ctx->Feedback.Count = 0;
	 break;
      default:
	 gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
	 return 0;
   }

   switch (mode) {
      case GL_RENDER:
         break;
      case GL_SELECT:
	 if (ctx->Select.BufferSize==0) {
	    /* haven't called glSelectBuffer yet */
	    gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
	 }
	 break;
      case GL_FEEDBACK:
	 if (ctx->Feedback.BufferSize==0) {
	    /* haven't called glFeedbackBuffer yet */
	    gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
	 }
	 break;
      default:
	 gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
	 return 0;
   }

   ctx->RenderMode = mode;
   ctx->NewState |= NEW_ALL;

   return result;
}