/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. 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 including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * 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 * SILICON GRAPHICS, INC. 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. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. */ #ifdef HAVE_DIX_CONFIG_H #include #endif #include #include #include #include #include #include "privates.h" #include "glxserver.h" #include "glxutil.h" #include "glxext.h" #include "protocol-versions.h" #include "compositeext.h" static DevPrivateKeyRec glxScreenPrivateKeyRec; #define glxScreenPrivateKey (&glxScreenPrivateKeyRec) const char GLServerVersion[] = "1.4"; static const char GLServerExtensions[] = "GL_ARB_depth_texture " "GL_ARB_draw_buffers " "GL_ARB_fragment_program " "GL_ARB_fragment_program_shadow " "GL_ARB_imaging " "GL_ARB_multisample " "GL_ARB_multitexture " "GL_ARB_occlusion_query " "GL_ARB_point_parameters " "GL_ARB_point_sprite " "GL_ARB_shadow " "GL_ARB_shadow_ambient " "GL_ARB_texture_border_clamp " "GL_ARB_texture_compression " "GL_ARB_texture_cube_map " "GL_ARB_texture_env_add " "GL_ARB_texture_env_combine " "GL_ARB_texture_env_crossbar " "GL_ARB_texture_env_dot3 " "GL_ARB_texture_mirrored_repeat " "GL_ARB_texture_non_power_of_two " "GL_ARB_transpose_matrix " "GL_ARB_vertex_program " "GL_ARB_window_pos " "GL_EXT_abgr " "GL_EXT_bgra " "GL_EXT_blend_color " "GL_EXT_blend_equation_separate " "GL_EXT_blend_func_separate " "GL_EXT_blend_logic_op " "GL_EXT_blend_minmax " "GL_EXT_blend_subtract " "GL_EXT_clip_volume_hint " "GL_EXT_copy_texture " "GL_EXT_draw_range_elements " "GL_EXT_fog_coord " "GL_EXT_framebuffer_object " "GL_EXT_multi_draw_arrays " "GL_EXT_packed_pixels " "GL_EXT_paletted_texture " "GL_EXT_point_parameters " "GL_EXT_polygon_offset " "GL_EXT_rescale_normal " "GL_EXT_secondary_color " "GL_EXT_separate_specular_color " "GL_EXT_shadow_funcs " "GL_EXT_shared_texture_palette " "GL_EXT_stencil_two_side " "GL_EXT_stencil_wrap " "GL_EXT_subtexture " "GL_EXT_texture " "GL_EXT_texture3D " "GL_EXT_texture_compression_dxt1 " "GL_EXT_texture_compression_s3tc " "GL_EXT_texture_edge_clamp " "GL_EXT_texture_env_add " "GL_EXT_texture_env_combine " "GL_EXT_texture_env_dot3 " "GL_EXT_texture_filter_anisotropic " "GL_EXT_texture_lod " "GL_EXT_texture_lod_bias " "GL_EXT_texture_mirror_clamp " "GL_EXT_texture_object " "GL_EXT_texture_rectangle " "GL_EXT_vertex_array " "GL_3DFX_texture_compression_FXT1 " "GL_APPLE_packed_pixels " "GL_ATI_draw_buffers " "GL_ATI_texture_env_combine3 " "GL_ATI_texture_mirror_once " "GL_HP_occlusion_test " "GL_IBM_texture_mirrored_repeat " "GL_INGR_blend_func_separate " "GL_MESA_pack_invert " "GL_MESA_ycbcr_texture " "GL_NV_blend_square " "GL_NV_depth_clamp " "GL_NV_fog_distance " "GL_NV_fragment_program_option " "GL_NV_fragment_program2 " "GL_NV_light_max_exponent " "GL_NV_multisample_filter_hint " "GL_NV_point_sprite " "GL_NV_texgen_reflection " "GL_NV_texture_compression_vtc " "GL_NV_texture_env_combine4 " "GL_NV_texture_expand_normal " "GL_NV_texture_rectangle " "GL_NV_vertex_program2_option " "GL_NV_vertex_program3 " "GL_OES_compressed_paletted_texture " "GL_SGI_color_matrix " "GL_SGI_color_table " "GL_SGIS_generate_mipmap " "GL_SGIS_multisample " "GL_SGIS_point_parameters " "GL_SGIS_texture_border_clamp " "GL_SGIS_texture_edge_clamp " "GL_SGIS_texture_lod " "GL_SGIX_depth_texture " "GL_SGIX_shadow " "GL_SGIX_shadow_ambient " "GL_SUN_slice_accum "; static Bool glxCloseScreen(ScreenPtr pScreen) { __GLXscreen *pGlxScreen = glxGetScreen(pScreen); pScreen->CloseScreen = pGlxScreen->CloseScreen; pGlxScreen->destroy(pGlxScreen); return pScreen->CloseScreen(pScreen); } __GLXscreen * glxGetScreen(ScreenPtr pScreen) { return dixLookupPrivate(&pScreen->devPrivates, glxScreenPrivateKey); } _X_EXPORT void GlxSetVisualConfigs(int nconfigs, void *configs, void **privates) { /* We keep this stub around for the DDX drivers that still * call it. */ } GLint glxConvertToXVisualType(int visualType) { static const int x_visual_types[] = { TrueColor, DirectColor, PseudoColor, StaticColor, GrayScale, StaticGray }; return ((unsigned) (visualType - GLX_TRUE_COLOR) < 6) ? x_visual_types[visualType - GLX_TRUE_COLOR] : -1; } /* This code inspired by composite/compinit.c. We could move this to * mi/ and share it with composite.*/ static VisualPtr AddScreenVisuals(ScreenPtr pScreen, int count, int d) { int i; DepthPtr depth; depth = NULL; for (i = 0; i < pScreen->numDepths; i++) { if (pScreen->allowedDepths[i].depth == d) { depth = &pScreen->allowedDepths[i]; break; } } if (depth == NULL) return NULL; if (ResizeVisualArray(pScreen, count, depth) == FALSE) return NULL; /* Return a pointer to the first of the added visuals. */ return pScreen->visuals + pScreen->numVisuals - count; } static int findFirstSet(unsigned int v) { int i; for (i = 0; i < 32; i++) if (v & (1 << i)) return i; return -1; } static void initGlxVisual(VisualPtr visual, __GLXconfig * config) { int maxBits; maxBits = max(config->redBits, max(config->greenBits, config->blueBits)); config->visualID = visual->vid; visual->class = glxConvertToXVisualType(config->visualType); visual->bitsPerRGBValue = maxBits; visual->ColormapEntries = 1 << maxBits; visual->nplanes = config->redBits + config->greenBits + config->blueBits; visual->redMask = config->redMask; visual->greenMask = config->greenMask; visual->blueMask = config->blueMask; visual->offsetRed = findFirstSet(config->redMask); visual->offsetGreen = findFirstSet(config->greenMask); visual->offsetBlue = findFirstSet(config->blueMask); } static __GLXconfig * pickFBConfig(__GLXscreen * pGlxScreen, VisualPtr visual) { __GLXconfig *best = NULL, *config; int best_score = 0; for (config = pGlxScreen->fbconfigs; config != NULL; config = config->next) { int score = 0; if (config->redMask != visual->redMask || config->greenMask != visual->greenMask || config->blueMask != visual->blueMask) continue; if (config->visualRating != GLX_NONE) continue; /* Ignore multisampled configs */ if (config->sampleBuffers) continue; if (glxConvertToXVisualType(config->visualType) != visual->class) continue; /* If it's the 32-bit RGBA visual, demand a 32-bit fbconfig. */ if (visual->nplanes == 32 && config->rgbBits != 32) continue; /* Can't use the same FBconfig for multiple X visuals. I think. */ if (config->visualID != 0) continue; #ifdef COMPOSITE /* Use only duplicated configs for compIsAlternateVisuals */ if (!!compIsAlternateVisual(pGlxScreen->pScreen, visual->vid) != !!config->duplicatedForComp) continue; #endif /* * If possible, use the same swapmethod for all built-in visual * fbconfigs, to avoid getting the 32-bit composite visual when * requesting, for example, a SWAP_COPY fbconfig. */ if (config->swapMethod == GLX_SWAP_UNDEFINED_OML) score += 32; if (config->swapMethod == GLX_SWAP_EXCHANGE_OML) score += 16; if (config->doubleBufferMode > 0) score += 8; if (config->depthBits > 0) score += 4; if (config->stencilBits > 0) score += 2; if (config->alphaBits > 0) score++; if (score > best_score) { best = config; best_score = score; } } return best; } void __glXScreenInit(__GLXscreen * pGlxScreen, ScreenPtr pScreen) { __GLXconfig *m; __GLXconfig *config; int i; if (!dixRegisterPrivateKey(&glxScreenPrivateKeyRec, PRIVATE_SCREEN, 0)) return; pGlxScreen->pScreen = pScreen; pGlxScreen->GLextensions = strdup(GLServerExtensions); pGlxScreen->GLXextensions = NULL; pGlxScreen->CloseScreen = pScreen->CloseScreen; pScreen->CloseScreen = glxCloseScreen; i = 0; for (m = pGlxScreen->fbconfigs; m != NULL; m = m->next) { m->fbconfigID = FakeClientID(0); m->visualID = 0; i++; } pGlxScreen->numFBConfigs = i; pGlxScreen->visuals = calloc(pGlxScreen->numFBConfigs, sizeof(__GLXconfig *)); /* First, try to choose featureful FBconfigs for the existing X visuals. * Note that if multiple X visuals end up with the same FBconfig being * chosen, the later X visuals don't get GLX visuals (because we want to * prioritize the root visual being GLX). */ for (i = 0; i < pScreen->numVisuals; i++) { VisualPtr visual = &pScreen->visuals[i]; config = pickFBConfig(pGlxScreen, visual); if (config) { pGlxScreen->visuals[pGlxScreen->numVisuals++] = config; config->visualID = visual->vid; #ifdef COMPOSITE if (compIsAlternateVisual(pScreen, visual->vid)) config->visualSelectGroup++; #endif } } /* Then, add new visuals corresponding to all FBconfigs that didn't have * an existing, appropriate visual. */ for (config = pGlxScreen->fbconfigs; config != NULL; config = config->next) { int depth; VisualPtr visual; if (config->visualID != 0) continue; /* Only count RGB bits and not alpha, as we're not trying to create * visuals for compositing (that's what the 32-bit composite visual * set up above is for. */ depth = config->redBits + config->greenBits + config->blueBits; #ifdef COMPOSITE if (config->duplicatedForComp) { depth += config->alphaBits; config->visualSelectGroup++; } #endif /* Make sure that our FBconfig's depth can actually be displayed * (corresponds to an existing visual). */ for (i = 0; i < pScreen->numVisuals; i++) { if (depth == pScreen->visuals[i].nplanes) break; } /* if it can't, fix up the fbconfig to not advertise window support */ if (i == pScreen->numVisuals) config->drawableType &= ~(GLX_WINDOW_BIT); /* fbconfig must support window drawables */ if (!(config->drawableType & GLX_WINDOW_BIT)) { config->visualID = 0; continue; } /* Create a new X visual for our FBconfig. */ visual = AddScreenVisuals(pScreen, 1, depth); if (visual == NULL) continue; #ifdef COMPOSITE if (config->duplicatedForComp) (void) CompositeRegisterAlternateVisuals(pScreen, &visual->vid, 1); #endif pGlxScreen->visuals[pGlxScreen->numVisuals++] = config; initGlxVisual(visual, config); } dixSetPrivate(&pScreen->devPrivates, glxScreenPrivateKey, pGlxScreen); if (pGlxScreen->glvnd) __glXEnableExtension(pGlxScreen->glx_enable_bits, "GLX_EXT_libglvnd"); i = __glXGetExtensionString(pGlxScreen->glx_enable_bits, NULL); if (i > 0) { pGlxScreen->GLXextensions = xnfalloc(i); (void) __glXGetExtensionString(pGlxScreen->glx_enable_bits, pGlxScreen->GLXextensions); } } void __glXScreenDestroy(__GLXscreen * screen) { free(screen->glvnd); free(screen->GLXextensions); free(screen->GLextensions); free(screen->visuals); }