From 2702c90d7a39fca2a3319c5e915fd290cb31fc70 Mon Sep 17 00:00:00 2001 From: Radosław Kujawa Date: Fri, 17 Jul 2026 14:54:32 +0200 Subject: Initial import. --- src/mesa/swrast/s_feedback.c | 162 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 162 insertions(+) create mode 100644 src/mesa/swrast/s_feedback.c (limited to 'src/mesa/swrast/s_feedback.c') diff --git a/src/mesa/swrast/s_feedback.c b/src/mesa/swrast/s_feedback.c new file mode 100644 index 0000000..892c40d --- /dev/null +++ b/src/mesa/swrast/s_feedback.c @@ -0,0 +1,162 @@ + +/* + * Mesa 3-D graphics library + * Version: 5.1 + * + * Copyright (C) 1999-2003 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + */ + +#include "glheader.h" +#include "colormac.h" +#include "context.h" +#include "enums.h" +#include "feedback.h" +#include "macros.h" + +#include "s_context.h" +#include "s_feedback.h" +#include "s_triangle.h" + + +#define FB_3D 0x01 +#define FB_4D 0x02 +#define FB_INDEX 0x04 +#define FB_COLOR 0x08 +#define FB_TEXTURE 0X10 + + + + +static void feedback_vertex( GLcontext *ctx, + const SWvertex *v, const SWvertex *pv ) +{ + const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */ + GLfloat win[4]; + GLfloat color[4]; + GLfloat tc[4]; + + win[0] = v->win[0]; + win[1] = v->win[1]; + win[2] = v->win[2] / ctx->DepthMaxF; + win[3] = 1.0F / v->win[3]; + + color[0] = CHAN_TO_FLOAT(pv->color[0]); + color[1] = CHAN_TO_FLOAT(pv->color[1]); + color[2] = CHAN_TO_FLOAT(pv->color[2]); + color[3] = CHAN_TO_FLOAT(pv->color[3]); + + if (v->texcoord[texUnit][3] != 1.0 && + v->texcoord[texUnit][3] != 0.0) { + GLfloat invq = 1.0F / v->texcoord[texUnit][3]; + tc[0] = v->texcoord[texUnit][0] * invq; + tc[1] = v->texcoord[texUnit][1] * invq; + tc[2] = v->texcoord[texUnit][2] * invq; + tc[3] = v->texcoord[texUnit][3]; + } + else { + COPY_4V(tc, v->texcoord[texUnit]); + } + + _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc ); +} + + +/* + * Put triangle in feedback buffer. + */ +void _swrast_feedback_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2) +{ + if (_swrast_culltriangle( ctx, v0, v1, v2 )) { + FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); + FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ + + if (ctx->Light.ShadeModel == GL_SMOOTH) { + feedback_vertex( ctx, v0, v0 ); + feedback_vertex( ctx, v1, v1 ); + feedback_vertex( ctx, v2, v2 ); + } else { + feedback_vertex( ctx, v0, v2 ); + feedback_vertex( ctx, v1, v2 ); + feedback_vertex( ctx, v2, v2 ); + } + } +} + + +void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) +{ + GLenum token = GL_LINE_TOKEN; + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + if (swrast->StippleCounter==0) + token = GL_LINE_RESET_TOKEN; + + FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); + + if (ctx->Light.ShadeModel == GL_SMOOTH) { + feedback_vertex( ctx, v0, v0 ); + feedback_vertex( ctx, v1, v1 ); + } else { + feedback_vertex( ctx, v0, v1 ); + feedback_vertex( ctx, v1, v1 ); + } + + swrast->StippleCounter++; +} + + +void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v ) +{ + FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); + feedback_vertex( ctx, v, v ); +} + + +void _swrast_select_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2) +{ + if (_swrast_culltriangle( ctx, v0, v1, v2 )) { + const GLfloat zs = 1.0F / ctx->DepthMaxF; + + _mesa_update_hitflag( ctx, v0->win[2] * zs ); + _mesa_update_hitflag( ctx, v1->win[2] * zs ); + _mesa_update_hitflag( ctx, v2->win[2] * zs ); + } +} + + +void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) +{ + const GLfloat zs = 1.0F / ctx->DepthMaxF; + _mesa_update_hitflag( ctx, v0->win[2] * zs ); + _mesa_update_hitflag( ctx, v1->win[2] * zs ); +} + + +void _swrast_select_point( GLcontext *ctx, const SWvertex *v ) +{ + const GLfloat zs = 1.0F / ctx->DepthMaxF; + _mesa_update_hitflag( ctx, v->win[2] * zs ); +} -- cgit