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/* $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
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