323 lines
9.1 KiB
C
323 lines
9.1 KiB
C
/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* GL_SELECT and GL_FEEDBACK render modes.
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* Basically, we use a private instance of the 'draw' module for doing
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* selection/feedback. It would be nice to use the transform_feedback
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* hardware feature, but it's defined as happening pre-clip and we want
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* post-clipped primitives. Also, there's concerns about the efficiency
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* of using the hardware for this anyway.
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*
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* Authors:
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* Brian Paul
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*/
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#include "main/context.h"
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#include "main/feedback.h"
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#include "main/framebuffer.h"
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#include "main/varray.h"
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#include "util/u_memory.h"
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#include "vbo/vbo.h"
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#include "st_context.h"
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#include "st_draw.h"
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#include "st_cb_feedback.h"
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#include "st_program.h"
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#include "st_util.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "draw/draw_context.h"
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#include "draw/draw_pipe.h"
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/**
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* This is actually used for both feedback and selection.
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*/
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struct feedback_stage
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{
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struct draw_stage stage; /**< Base class */
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struct gl_context *ctx; /**< Rendering context */
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GLboolean reset_stipple_counter;
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};
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/**********************************************************************
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* GL Feedback functions
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**********************************************************************/
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static inline struct feedback_stage *
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feedback_stage( struct draw_stage *stage )
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{
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return (struct feedback_stage *)stage;
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}
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static void
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feedback_vertex(struct gl_context *ctx, const struct draw_context *draw,
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const struct vertex_header *v)
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{
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const struct st_context *st = st_context(ctx);
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struct gl_vertex_program *stvp = (struct gl_vertex_program *)st->vp;
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GLfloat win[4];
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const GLfloat *color, *texcoord;
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ubyte slot;
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win[0] = v->data[0][0];
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if (_mesa_fb_orientation(ctx->DrawBuffer) == Y_0_TOP)
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win[1] = ctx->DrawBuffer->Height - v->data[0][1];
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else
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win[1] = v->data[0][1];
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win[2] = v->data[0][2];
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win[3] = 1.0F / v->data[0][3];
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/* XXX
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* When we compute vertex layout, save info about position of the
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* color and texcoord attribs to use here.
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*/
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slot = stvp->result_to_output[VARYING_SLOT_COL0];
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if (slot != 0xff)
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color = v->data[slot];
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else
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color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
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slot = stvp->result_to_output[VARYING_SLOT_TEX0];
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if (slot != 0xff)
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texcoord = v->data[slot];
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else
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texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0];
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_mesa_feedback_vertex(ctx, win, color, texcoord);
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}
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static void
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feedback_tri( struct draw_stage *stage, struct prim_header *prim )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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struct draw_context *draw = stage->draw;
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_mesa_feedback_token(fs->ctx, (GLfloat) GL_POLYGON_TOKEN);
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_mesa_feedback_token(fs->ctx, (GLfloat) 3); /* three vertices */
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feedback_vertex(fs->ctx, draw, prim->v[0]);
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feedback_vertex(fs->ctx, draw, prim->v[1]);
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feedback_vertex(fs->ctx, draw, prim->v[2]);
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}
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static void
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feedback_line( struct draw_stage *stage, struct prim_header *prim )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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struct draw_context *draw = stage->draw;
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if (fs->reset_stipple_counter) {
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_mesa_feedback_token(fs->ctx, (GLfloat) GL_LINE_RESET_TOKEN);
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fs->reset_stipple_counter = GL_FALSE;
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}
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else {
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_mesa_feedback_token(fs->ctx, (GLfloat) GL_LINE_TOKEN);
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}
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feedback_vertex(fs->ctx, draw, prim->v[0]);
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feedback_vertex(fs->ctx, draw, prim->v[1]);
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}
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static void
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feedback_point( struct draw_stage *stage, struct prim_header *prim )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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struct draw_context *draw = stage->draw;
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_mesa_feedback_token(fs->ctx, (GLfloat) GL_POINT_TOKEN);
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feedback_vertex(fs->ctx, draw, prim->v[0]);
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}
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static void
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feedback_flush( struct draw_stage *stage, unsigned flags )
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{
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/* no-op */
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}
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static void
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feedback_reset_stipple_counter( struct draw_stage *stage )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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fs->reset_stipple_counter = GL_TRUE;
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}
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static void
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feedback_destroy( struct draw_stage *stage )
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{
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FREE(stage);
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}
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/**
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* Create GL feedback drawing stage.
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*/
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static struct draw_stage *
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draw_glfeedback_stage(struct gl_context *ctx, struct draw_context *draw)
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{
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struct feedback_stage *fs = CALLOC_STRUCT(feedback_stage);
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fs->stage.draw = draw;
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fs->stage.next = NULL;
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fs->stage.point = feedback_point;
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fs->stage.line = feedback_line;
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fs->stage.tri = feedback_tri;
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fs->stage.flush = feedback_flush;
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fs->stage.reset_stipple_counter = feedback_reset_stipple_counter;
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fs->stage.destroy = feedback_destroy;
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fs->ctx = ctx;
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return &fs->stage;
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}
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/**********************************************************************
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* GL Selection functions
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**********************************************************************/
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static void
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select_tri( struct draw_stage *stage, struct prim_header *prim )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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_mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
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_mesa_update_hitflag( fs->ctx, prim->v[1]->data[0][2] );
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_mesa_update_hitflag( fs->ctx, prim->v[2]->data[0][2] );
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}
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static void
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select_line( struct draw_stage *stage, struct prim_header *prim )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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_mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
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_mesa_update_hitflag( fs->ctx, prim->v[1]->data[0][2] );
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}
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static void
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select_point( struct draw_stage *stage, struct prim_header *prim )
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{
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struct feedback_stage *fs = feedback_stage(stage);
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_mesa_update_hitflag( fs->ctx, prim->v[0]->data[0][2] );
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}
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static void
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select_flush( struct draw_stage *stage, unsigned flags )
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{
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/* no-op */
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}
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static void
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select_reset_stipple_counter( struct draw_stage *stage )
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{
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/* no-op */
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}
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static void
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select_destroy( struct draw_stage *stage )
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{
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FREE(stage);
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}
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/**
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* Create GL selection mode drawing stage.
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*/
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static struct draw_stage *
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draw_glselect_stage(struct gl_context *ctx, struct draw_context *draw)
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{
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struct feedback_stage *fs = CALLOC_STRUCT(feedback_stage);
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fs->stage.draw = draw;
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fs->stage.next = NULL;
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fs->stage.point = select_point;
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fs->stage.line = select_line;
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fs->stage.tri = select_tri;
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fs->stage.flush = select_flush;
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fs->stage.reset_stipple_counter = select_reset_stipple_counter;
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fs->stage.destroy = select_destroy;
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fs->ctx = ctx;
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return &fs->stage;
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}
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void
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st_RenderMode(struct gl_context *ctx, GLenum newMode )
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{
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struct st_context *st = st_context(ctx);
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struct draw_context *draw = st_get_draw_context(st);
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if (!st->draw)
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return;
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if (newMode == GL_RENDER) {
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/* restore normal VBO draw function */
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st_init_draw_functions(st->screen, &ctx->Driver);
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}
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else if (newMode == GL_SELECT) {
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if (ctx->Const.HardwareAcceleratedSelect)
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st_init_hw_select_draw_functions(st->screen, &ctx->Driver);
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else {
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if (!st->selection_stage)
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st->selection_stage = draw_glselect_stage(ctx, draw);
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draw_set_rasterize_stage(draw, st->selection_stage);
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/* Plug in new vbo draw function */
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ctx->Driver.DrawGallium = _mesa_draw_gallium_fallback;
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ctx->Driver.DrawGalliumMultiMode = _mesa_draw_gallium_multimode_fallback;
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}
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}
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else {
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struct gl_program *vp = st->ctx->VertexProgram._Current;
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if (!st->feedback_stage)
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st->feedback_stage = draw_glfeedback_stage(ctx, draw);
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draw_set_rasterize_stage(draw, st->feedback_stage);
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/* Plug in new vbo draw function */
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ctx->Driver.DrawGallium = _mesa_draw_gallium_fallback;
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ctx->Driver.DrawGalliumMultiMode = _mesa_draw_gallium_multimode_fallback;
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/* need to generate/use a vertex program that emits pos/color/tex */
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if (vp)
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st->dirty |= ST_NEW_VERTEX_PROGRAM(st, vp);
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}
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/* Restore geometry shader states when leaving GL_SELECT mode. */
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if (ctx->RenderMode == GL_SELECT && ctx->Const.HardwareAcceleratedSelect)
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st->dirty |= ST_NEW_GS_SSBOS | ST_NEW_GS_CONSTANTS | ST_NEW_GS_STATE;
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}
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