351 lines
16 KiB
C
351 lines
16 KiB
C
/*
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* Copyright (c) 2007, 2008 Apple Inc.
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* Copyright (c) 2004 Torrey T. Lyons. All Rights Reserved.
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* Copyright (c) 2002 Greg Parker. All Rights Reserved.
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*
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* Portions of this file are copied from Mesa's xf86glx.c,
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* which contains the following copyright:
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*
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* Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
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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 "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE ABOVE LISTED COPYRIGHT HOLDER(S) BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#ifdef HAVE_DIX_CONFIG_H
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#include <dix-config.h>
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#endif
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#include "dri.h"
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#include <OpenGL/CGLContext.h>
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#include <GL/glxproto.h>
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#include <windowstr.h>
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#include <resource.h>
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#include <GL/glxint.h>
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#include <GL/glxtokens.h>
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#include <scrnintstr.h>
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#include <glxserver.h>
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#include <glxscreens.h>
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#include <glxdrawable.h>
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#include <glxcontext.h>
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#include <glxext.h>
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#include <glxutil.h>
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#include <GL/internal/glcore.h>
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#include "capabilities.h"
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#include "visualConfigs.h"
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#include "darwinfb.h"
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/* Based originally on code from indirect.c which was based on code from i830_dri.c. */
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__GLXconfig *
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__glXAquaCreateVisualConfigs(int *numConfigsPtr, int screenNumber)
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{
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int numConfigs = 0;
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__GLXconfig *visualConfigs, *c;
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struct glCapabilities caps;
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struct glCapabilitiesConfig *conf;
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int stereo, depth, aux, buffers, stencil, accum, color, msample;
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if (getGlCapabilities(&caps)) {
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ErrorF("error from getGlCapabilities()!\n");
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return NULL;
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}
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/*
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conf->stereo is 0 or 1, but we need at least 1 iteration of the loop,
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so we treat a true conf->stereo as 2.
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The depth size is 0 or 24. Thus we do 2 iterations for that.
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conf->aux_buffers (when available/non-zero) result in 2 iterations instead of 1.
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conf->buffers indicates whether we have single or double buffering.
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conf->total_stencil_bit_depths
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conf->total_color_buffers indicates the RGB/RGBA color depths.
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conf->total_accum_buffers iterations for accum (with at least 1 if equal to 0)
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conf->total_depth_buffer_depths
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conf->multisample_buffers iterations (with at least 1 if equal to 0). We add 1
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for the 0 multisampling config.
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*/
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assert(NULL != caps.configurations);
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numConfigs = 0;
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for (conf = caps.configurations; conf; conf = conf->next) {
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if (conf->total_color_buffers <= 0)
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continue;
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numConfigs += (conf->stereo ? 2 : 1)
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* (conf->aux_buffers ? 2 : 1)
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* conf->buffers
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* ((conf->total_stencil_bit_depths >
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0) ? conf->total_stencil_bit_depths : 1)
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* conf->total_color_buffers
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* ((conf->total_accum_buffers >
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0) ? conf->total_accum_buffers : 1)
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* conf->total_depth_buffer_depths
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* (conf->multisample_buffers + 1);
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}
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if (numConfigsPtr)
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*numConfigsPtr = numConfigs;
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visualConfigs = calloc(sizeof(*visualConfigs), numConfigs);
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if (NULL == visualConfigs) {
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ErrorF("xcalloc failure when allocating visualConfigs\n");
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freeGlCapabilities(&caps);
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return NULL;
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}
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c = visualConfigs; /* current buffer */
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for (conf = caps.configurations; conf; conf = conf->next) {
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for (stereo = 0; stereo < (conf->stereo ? 2 : 1); ++stereo) {
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for (aux = 0; aux < (conf->aux_buffers ? 2 : 1); ++aux) {
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for (buffers = 0; buffers < conf->buffers; ++buffers) {
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for (stencil = 0;
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stencil < ((conf->total_stencil_bit_depths > 0) ?
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conf->
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total_stencil_bit_depths : 1);
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++stencil) {
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for (color = 0; color < conf->total_color_buffers;
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++color) {
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for (accum = 0;
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accum < ((conf->total_accum_buffers > 0) ?
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conf->
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total_accum_buffers : 1);
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++accum) {
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for (depth = 0;
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depth < conf->total_depth_buffer_depths;
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++depth) {
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for (msample = 0;
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msample <
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(conf->multisample_buffers + 1);
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++msample) {
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// Global
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c->visualID = -1;
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c->visualType = GLX_TRUE_COLOR;
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c->next = c + 1;
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c->screen = screenNumber;
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c->level = 0;
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c->indexBits = 0;
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c->pixmapMode = 0; // TODO: What should this be?
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if (conf->accelerated) {
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c->visualRating = GLX_NONE;
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}
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else {
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c->visualRating =
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GLX_SLOW_VISUAL_EXT;
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}
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c->transparentPixel = GLX_NONE;
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c->transparentRed = GLX_NONE;
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c->transparentGreen = GLX_NONE;
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c->transparentBlue = GLX_NONE;
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c->transparentAlpha = GLX_NONE;
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c->transparentIndex = GLX_NONE;
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c->visualSelectGroup = 0;
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c->swapMethod =
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GLX_SWAP_UNDEFINED_OML;
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// Stereo
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c->stereoMode = stereo ? TRUE : FALSE;
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// Aux buffers
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c->numAuxBuffers =
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aux ? conf->aux_buffers : 0;
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// Double Buffered
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c->doubleBufferMode =
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buffers ? TRUE : FALSE;
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// Stencil Buffer
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if (conf->total_stencil_bit_depths >
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0) {
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c->stencilBits =
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conf->stencil_bit_depths[
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stencil];
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}
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else {
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c->stencilBits = 0;
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}
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// Color
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if (GLCAPS_COLOR_BUF_INVALID_VALUE !=
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conf->color_buffers[color].a) {
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c->alphaBits =
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conf->color_buffers[color].a;
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}
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else {
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c->alphaBits = 0;
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}
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c->redBits =
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conf->color_buffers[color].r;
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c->greenBits =
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conf->color_buffers[color].g;
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c->blueBits =
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conf->color_buffers[color].b;
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c->rgbBits = c->alphaBits +
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c->redBits +
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c->greenBits +
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c->blueBits;
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c->alphaMask =
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AM_ARGB(c->alphaBits, c->redBits,
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c->greenBits,
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c->blueBits);
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c->redMask =
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RM_ARGB(c->alphaBits, c->redBits,
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c->greenBits,
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c->blueBits);
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c->greenMask =
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GM_ARGB(c->alphaBits, c->redBits,
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c->greenBits,
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c->blueBits);
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c->blueMask =
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BM_ARGB(c->alphaBits, c->redBits,
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c->greenBits,
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c->blueBits);
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// Accumulation Buffers
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if (conf->total_accum_buffers > 0) {
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c->accumRedBits =
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conf->accum_buffers[accum].r;
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c->accumGreenBits =
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conf->accum_buffers[accum].g;
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c->accumBlueBits =
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conf->accum_buffers[accum].b;
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if (
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GLCAPS_COLOR_BUF_INVALID_VALUE
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!=
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conf->accum_buffers[accum].a)
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{
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c->accumAlphaBits =
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conf->accum_buffers[accum
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].a;
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}
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else {
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c->accumAlphaBits = 0;
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}
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}
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else {
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c->accumRedBits = 0;
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c->accumGreenBits = 0;
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c->accumBlueBits = 0;
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c->accumAlphaBits = 0;
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}
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// Depth
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c->depthBits =
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conf->depth_buffers[depth];
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// MultiSample
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if (msample > 0) {
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c->samples =
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conf->multisample_samples;
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c->sampleBuffers =
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conf->multisample_buffers;
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}
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else {
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c->samples = 0;
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c->sampleBuffers = 0;
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}
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/*
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* The Apple libGL supports GLXPixmaps and
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* GLXPbuffers in direct mode.
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*/
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/* SGIX_fbconfig / GLX 1.3 */
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c->drawableType = GLX_WINDOW_BIT |
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GLX_PIXMAP_BIT |
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GLX_PBUFFER_BIT;
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c->renderType = GLX_RGBA_BIT;
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c->xRenderable = GL_TRUE;
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c->fbconfigID = -1;
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/* SGIX_pbuffer / GLX 1.3 */
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/*
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* The CGL layer provides a way of retrieving
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* the maximum pbuffer width/height, but only
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* if we create a context and call glGetIntegerv.
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*
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* The following values are from a test program
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* that does so.
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*/
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c->maxPbufferWidth = 8192;
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c->maxPbufferHeight = 8192;
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c->maxPbufferPixels =
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/*Do we need this?*/ 0;
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/*
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* There is no introspection for this sort of thing
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* with CGL. What should we do realistically?
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*/
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c->optimalPbufferWidth = 0;
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c->optimalPbufferHeight = 0;
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/* EXT_texture_from_pixmap */
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c->bindToTextureRgb = 0;
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c->bindToTextureRgba = 0;
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c->bindToMipmapTexture = 0;
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c->bindToTextureTargets = 0;
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c->yInverted = 0;
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c = c->next;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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(c - 1)->next = NULL;
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if (c - visualConfigs != numConfigs) {
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FatalError(
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"numConfigs calculation error in setVisualConfigs! numConfigs is %d i is %d\n",
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numConfigs, (int)(c - visualConfigs));
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}
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freeGlCapabilities(&caps);
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return visualConfigs;
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}
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