/* $Id: feedback.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ /* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 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. */ #ifndef FEEDBACK_H #define FEEDBACK_H #include "types.h" #define FEEDBACK_TOKEN( CTX, T ) \ if (CTX->Feedback.Count < CTX->Feedback.BufferSize) { \ CTX->Feedback.Buffer[CTX->Feedback.Count] = (T); \ } \ CTX->Feedback.Count++; extern void gl_feedback_vertex( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w, const GLfloat color[4], GLfloat index, const GLfloat texcoord[4] ); extern void gl_update_hitflag( GLcontext *ctx, GLfloat z ); extern void gl_PassThrough( GLcontext *ctx, GLfloat token ); extern void gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer ); extern void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer ); extern void gl_InitNames( GLcontext *ctx ); extern void gl_LoadName( GLcontext *ctx, GLuint name ); extern void gl_PushName( GLcontext *ctx, GLuint name ); extern void gl_PopName( GLcontext *ctx ); extern GLint gl_RenderMode( GLcontext *ctx, GLenum mode ); #endif