425 lines
13 KiB
C
425 lines
13 KiB
C
/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. 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 including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in 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
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* OR 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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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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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 <GL/glxtokens.h>
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#include <string.h>
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#include <windowstr.h>
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#include <os.h>
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#include <colormapst.h>
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#include "privates.h"
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#include "glxserver.h"
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#include "glxutil.h"
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#include "glxext.h"
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#include "protocol-versions.h"
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static DevPrivateKeyRec glxScreenPrivateKeyRec;
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#define glxScreenPrivateKey (&glxScreenPrivateKeyRec)
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const char GLServerVersion[] = "1.4";
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static const char GLServerExtensions[] =
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"GL_ARB_depth_texture "
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"GL_ARB_draw_buffers "
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"GL_ARB_fragment_program "
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"GL_ARB_fragment_program_shadow "
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"GL_ARB_imaging "
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"GL_ARB_multisample "
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"GL_ARB_multitexture "
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"GL_ARB_occlusion_query "
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"GL_ARB_point_parameters "
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"GL_ARB_point_sprite "
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"GL_ARB_shadow "
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"GL_ARB_shadow_ambient "
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"GL_ARB_texture_border_clamp "
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"GL_ARB_texture_compression "
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"GL_ARB_texture_cube_map "
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"GL_ARB_texture_env_add "
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"GL_ARB_texture_env_combine "
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"GL_ARB_texture_env_crossbar "
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"GL_ARB_texture_env_dot3 "
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"GL_ARB_texture_mirrored_repeat "
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"GL_ARB_texture_non_power_of_two "
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"GL_ARB_transpose_matrix "
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"GL_ARB_vertex_program "
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"GL_ARB_window_pos "
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"GL_EXT_abgr "
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"GL_EXT_bgra "
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"GL_EXT_blend_color "
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"GL_EXT_blend_equation_separate "
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"GL_EXT_blend_func_separate "
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"GL_EXT_blend_logic_op "
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"GL_EXT_blend_minmax "
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"GL_EXT_blend_subtract "
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"GL_EXT_clip_volume_hint "
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"GL_EXT_copy_texture "
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"GL_EXT_draw_range_elements "
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"GL_EXT_fog_coord "
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"GL_EXT_framebuffer_object "
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"GL_EXT_multi_draw_arrays "
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"GL_EXT_packed_pixels "
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"GL_EXT_paletted_texture "
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"GL_EXT_point_parameters "
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"GL_EXT_polygon_offset "
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"GL_EXT_rescale_normal "
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"GL_EXT_secondary_color "
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"GL_EXT_separate_specular_color "
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"GL_EXT_shadow_funcs "
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"GL_EXT_shared_texture_palette "
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"GL_EXT_stencil_two_side "
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"GL_EXT_stencil_wrap "
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"GL_EXT_subtexture "
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"GL_EXT_texture "
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"GL_EXT_texture3D "
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"GL_EXT_texture_compression_dxt1 "
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"GL_EXT_texture_compression_s3tc "
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"GL_EXT_texture_edge_clamp "
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"GL_EXT_texture_env_add "
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"GL_EXT_texture_env_combine "
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"GL_EXT_texture_env_dot3 "
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"GL_EXT_texture_filter_anisotropic "
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"GL_EXT_texture_lod "
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"GL_EXT_texture_lod_bias "
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"GL_EXT_texture_mirror_clamp "
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"GL_EXT_texture_object "
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"GL_EXT_texture_rectangle "
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"GL_EXT_vertex_array "
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"GL_3DFX_texture_compression_FXT1 "
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"GL_APPLE_packed_pixels "
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"GL_ATI_draw_buffers "
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"GL_ATI_texture_env_combine3 "
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"GL_ATI_texture_mirror_once "
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"GL_HP_occlusion_test "
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"GL_IBM_texture_mirrored_repeat "
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"GL_INGR_blend_func_separate "
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"GL_MESA_pack_invert "
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"GL_MESA_ycbcr_texture "
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"GL_NV_blend_square "
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"GL_NV_depth_clamp "
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"GL_NV_fog_distance "
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"GL_NV_fragment_program_option "
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"GL_NV_fragment_program2 "
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"GL_NV_light_max_exponent "
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"GL_NV_multisample_filter_hint "
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"GL_NV_point_sprite "
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"GL_NV_texgen_reflection "
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"GL_NV_texture_compression_vtc "
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"GL_NV_texture_env_combine4 "
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"GL_NV_texture_expand_normal "
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"GL_NV_texture_rectangle "
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"GL_NV_vertex_program2_option "
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"GL_NV_vertex_program3 "
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"GL_OES_compressed_paletted_texture "
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"GL_SGI_color_matrix "
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"GL_SGI_color_table "
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"GL_SGIS_generate_mipmap "
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"GL_SGIS_multisample "
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"GL_SGIS_point_parameters "
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"GL_SGIS_texture_border_clamp "
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"GL_SGIS_texture_edge_clamp "
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"GL_SGIS_texture_lod "
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"GL_SGIX_depth_texture "
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"GL_SGIX_shadow "
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"GL_SGIX_shadow_ambient "
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"GL_SUN_slice_accum ";
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/*
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** We have made the simplifying assuption that the same extensions are
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** supported across all screens in a multi-screen system.
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*/
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unsigned glxMajorVersion = SERVER_GLX_MAJOR_VERSION;
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unsigned glxMinorVersion = SERVER_GLX_MINOR_VERSION;
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static char GLXServerExtensions[] =
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"GLX_ARB_multisample "
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"GLX_EXT_visual_info "
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"GLX_EXT_visual_rating "
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"GLX_EXT_import_context "
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"GLX_EXT_texture_from_pixmap "
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"GLX_OML_swap_method "
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"GLX_SGI_make_current_read "
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#ifndef __APPLE__
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"GLX_SGIS_multisample "
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#endif
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"GLX_SGIX_fbconfig "
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"GLX_SGIX_pbuffer "
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"GLX_MESA_copy_sub_buffer ";
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static Bool
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glxCloseScreen(ScreenPtr pScreen)
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{
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__GLXscreen *pGlxScreen = glxGetScreen(pScreen);
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pScreen->CloseScreen = pGlxScreen->CloseScreen;
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pGlxScreen->destroy(pGlxScreen);
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return pScreen->CloseScreen(pScreen);
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}
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__GLXscreen *
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glxGetScreen(ScreenPtr pScreen)
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{
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return dixLookupPrivate(&pScreen->devPrivates, glxScreenPrivateKey);
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}
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_X_EXPORT void
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GlxSetVisualConfigs(int nconfigs, void *configs, void **privates)
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{
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/* We keep this stub around for the DDX drivers that still
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* call it. */
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}
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GLint
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glxConvertToXVisualType(int visualType)
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{
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static const int x_visual_types[] = {
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TrueColor, DirectColor,
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PseudoColor, StaticColor,
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GrayScale, StaticGray
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};
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return ((unsigned) (visualType - GLX_TRUE_COLOR) < 6)
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? x_visual_types[visualType - GLX_TRUE_COLOR] : -1;
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}
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/* This code inspired by composite/compinit.c. We could move this to
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* mi/ and share it with composite.*/
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static VisualPtr
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AddScreenVisuals(ScreenPtr pScreen, int count, int d)
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{
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int i;
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DepthPtr depth;
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depth = NULL;
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for (i = 0; i < pScreen->numDepths; i++) {
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if (pScreen->allowedDepths[i].depth == d) {
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depth = &pScreen->allowedDepths[i];
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break;
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}
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}
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if (depth == NULL)
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return NULL;
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if (ResizeVisualArray(pScreen, count, depth) == FALSE)
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return NULL;
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/* Return a pointer to the first of the added visuals. */
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return pScreen->visuals + pScreen->numVisuals - count;
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}
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static int
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findFirstSet(unsigned int v)
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{
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int i;
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for (i = 0; i < 32; i++)
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if (v & (1 << i))
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return i;
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return -1;
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}
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static void
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initGlxVisual(VisualPtr visual, __GLXconfig * config)
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{
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int maxBits;
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maxBits = max(config->redBits, max(config->greenBits, config->blueBits));
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config->visualID = visual->vid;
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visual->class = glxConvertToXVisualType(config->visualType);
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visual->bitsPerRGBValue = maxBits;
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visual->ColormapEntries = 1 << maxBits;
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visual->nplanes = config->redBits + config->greenBits + config->blueBits;
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visual->redMask = config->redMask;
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visual->greenMask = config->greenMask;
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visual->blueMask = config->blueMask;
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visual->offsetRed = findFirstSet(config->redMask);
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visual->offsetGreen = findFirstSet(config->greenMask);
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visual->offsetBlue = findFirstSet(config->blueMask);
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}
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static __GLXconfig *
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pickFBConfig(__GLXscreen * pGlxScreen, VisualPtr visual)
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{
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__GLXconfig *best = NULL, *config;
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int best_score = 0;
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for (config = pGlxScreen->fbconfigs; config != NULL; config = config->next) {
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int score = 0;
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if (config->redMask != visual->redMask ||
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config->greenMask != visual->greenMask ||
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config->blueMask != visual->blueMask)
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continue;
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if (config->visualRating != GLX_NONE)
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continue;
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/* Ignore multisampled configs */
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if (config->sampleBuffers)
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continue;
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if (glxConvertToXVisualType(config->visualType) != visual->class)
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continue;
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/* If it's the 32-bit RGBA visual, demand a 32-bit fbconfig. */
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if (visual->nplanes == 32 && config->rgbBits != 32)
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continue;
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/* Can't use the same FBconfig for multiple X visuals. I think. */
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if (config->visualID != 0)
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continue;
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if (config->doubleBufferMode > 0)
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score += 8;
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if (config->depthBits > 0)
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score += 4;
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if (config->stencilBits > 0)
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score += 2;
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if (config->alphaBits > 0)
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score++;
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if (score > best_score) {
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best = config;
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best_score = score;
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}
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}
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return best;
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}
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void
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__glXScreenInit(__GLXscreen * pGlxScreen, ScreenPtr pScreen)
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{
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__GLXconfig *m;
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__GLXconfig *config;
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int i;
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if (!dixRegisterPrivateKey(&glxScreenPrivateKeyRec, PRIVATE_SCREEN, 0))
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return;
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pGlxScreen->pScreen = pScreen;
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pGlxScreen->GLextensions = strdup(GLServerExtensions);
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pGlxScreen->GLXextensions = strdup(GLXServerExtensions);
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/* All GLX providers must support all of the functionality required for at
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* least GLX 1.2. If the provider supports a higher version, the GLXminor
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* version can be changed in the provider's screen-probe routine. For
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* most providers, the screen-probe routine is the caller of this
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* function.
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*/
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pGlxScreen->GLXmajor = 1;
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pGlxScreen->GLXminor = 2;
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pGlxScreen->CloseScreen = pScreen->CloseScreen;
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pScreen->CloseScreen = glxCloseScreen;
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i = 0;
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for (m = pGlxScreen->fbconfigs; m != NULL; m = m->next) {
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m->fbconfigID = FakeClientID(0);
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m->visualID = 0;
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i++;
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}
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pGlxScreen->numFBConfigs = i;
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pGlxScreen->visuals =
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calloc(pGlxScreen->numFBConfigs, sizeof(__GLXconfig *));
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/* First, try to choose featureful FBconfigs for the existing X visuals.
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* Note that if multiple X visuals end up with the same FBconfig being
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* chosen, the later X visuals don't get GLX visuals (because we want to
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* prioritize the root visual being GLX).
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*/
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for (i = 0; i < pScreen->numVisuals; i++) {
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VisualPtr visual = &pScreen->visuals[i];
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config = pickFBConfig(pGlxScreen, visual);
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if (config) {
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pGlxScreen->visuals[pGlxScreen->numVisuals++] = config;
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config->visualID = visual->vid;
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}
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}
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/* Then, add new visuals corresponding to all FBconfigs that didn't have
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* an existing, appropriate visual.
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*/
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for (config = pGlxScreen->fbconfigs; config != NULL; config = config->next) {
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int depth;
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VisualPtr visual;
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if (config->visualID != 0)
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continue;
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/* Only count RGB bits and not alpha, as we're not trying to create
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* visuals for compositing (that's what the 32-bit composite visual
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* set up above is for.
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*/
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depth = config->redBits + config->greenBits + config->blueBits;
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/* Make sure that our FBconfig's depth can actually be displayed
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* (corresponds to an existing visual).
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*/
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for (i = 0; i < pScreen->numVisuals; i++) {
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if (depth == pScreen->visuals[i].nplanes)
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break;
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}
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/* if it can't, fix up the fbconfig to not advertise window support */
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if (i == pScreen->numVisuals)
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config->drawableType &= ~(GLX_WINDOW_BIT);
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/* fbconfig must support window drawables */
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if (!(config->drawableType & GLX_WINDOW_BIT)) {
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config->visualID = 0;
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continue;
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}
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/* Create a new X visual for our FBconfig. */
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visual = AddScreenVisuals(pScreen, 1, depth);
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if (visual == NULL)
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continue;
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pGlxScreen->visuals[pGlxScreen->numVisuals++] = config;
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initGlxVisual(visual, config);
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}
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dixSetPrivate(&pScreen->devPrivates, glxScreenPrivateKey, pGlxScreen);
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}
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void
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__glXScreenDestroy(__GLXscreen * screen)
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{
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free(screen->GLXextensions);
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free(screen->GLextensions);
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free(screen->visuals);
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}
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