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diff --git a/GL/apple/aglGlx.c b/GL/apple/aglGlx.c
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+++ b/GL/apple/aglGlx.c
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+/*
+ * GLX implementation that uses Apple's AGL.framework for OpenGL
+ */
+/*
+ * Copyright (c) 2002 Greg Parker. All Rights Reserved.
+ *
+ * Portions of this file are copied from xf86glx.c,
+ * which contains the following copyright:
+ *
+ * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
+ * 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
+ * THE ABOVE LISTED COPYRIGHT HOLDER(S) 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(s) of the above copyright
+ * holders shall not be used in advertising or otherwise to promote the sale,
+ * use or other dealings in this Software without prior written authorization.
+ */
+/* $XFree86: xc/programs/Xserver/GL/apple/aglGlx.c,v 1.3 2003/10/13 00:30:54 torrey Exp $ */
+
+#include "quartzCommon.h"
+#include <AGL/agl.h>
+#include "cr.h"
+
+// X11 and X11's glx
+#undef BOOL
+#define BOOL xBOOL
+#include "quartz.h"
+#include <miscstruct.h>
+#include <windowstr.h>
+#include <resource.h>
+#include <GL/glxint.h>
+#include <GL/glxtokens.h>
+#include <scrnintstr.h>
+#include <glxserver.h>
+#include <glxscreens.h>
+#include <glxdrawable.h>
+#include <glxcontext.h>
+#include <glxext.h>
+#include <glxutil.h>
+#include <glxscreens.h>
+#include <GL/internal/glcore.h>
+#undef BOOL
+
+// Write debugging output, or not
+#ifdef GLAQUA_DEBUG
+#define GLAQUA_DEBUG_MSG ErrorF
+#else
+#define GLAQUA_DEBUG_MSG(a, ...)
+#endif
+
+
+// The following GL functions don't have an EXT suffix in OpenGL.framework.
+GLboolean glAreTexturesResidentEXT (GLsizei a, const GLuint *b, GLboolean *c) {
+ return glAreTexturesResident(a, b, c);
+}
+void glDeleteTexturesEXT (GLsizei d, const GLuint *e) {
+ glDeleteTextures(d, e);
+}
+void glGenTexturesEXT (GLsizei f, GLuint *g) {
+ glGenTextures(f, g);
+}
+GLboolean glIsTextureEXT (GLuint h) {
+ return glIsTexture(h);
+}
+
+
+// some prototypes
+static Bool glAquaScreenProbe(int screen);
+static Bool glAquaInitVisuals(VisualPtr *visualp, DepthPtr *depthp,
+ int *nvisualp, int *ndepthp,
+ int *rootDepthp, VisualID *defaultVisp,
+ unsigned long sizes, int bitsPerRGB);
+static void glAquaSetVisualConfigs(int nconfigs, __GLXvisualConfig *configs,
+ void **privates);
+static __GLinterface *glAquaCreateContext(__GLimports *imports,
+ __GLcontextModes *mode,
+ __GLinterface *shareGC);
+static void glAquaCreateBuffer(__GLXdrawablePrivate *glxPriv);
+static void glAquaResetExtension(void);
+
+
+/*
+ * This structure is statically allocated in the __glXScreens[]
+ * structure. This struct is not used anywhere other than in
+ * __glXScreenInit to initialize each of the active screens
+ * (__glXActiveScreens[]). Several of the fields must be initialized by
+ * the screenProbe routine before they are copied to the active screens
+ * struct. In particular, the contextCreate, pGlxVisual, numVisuals,
+ * and numUsableVisuals fields must be initialized.
+ */
+__GLXscreenInfo __glDDXScreenInfo = {
+ glAquaScreenProbe, /* Must be generic and handle all screens */
+ glAquaCreateContext, /* Substitute screen's createContext routine */
+ glAquaCreateBuffer, /* Substitute screen's createBuffer routine */
+ NULL, /* Set up pGlxVisual in probe */
+ NULL, /* Set up pVisualPriv in probe */
+ 0, /* Set up numVisuals in probe */
+ 0, /* Set up numUsableVisuals in probe */
+ "Vendor String", /* GLXvendor is overwritten by __glXScreenInit */
+ "Version String", /* GLXversion is overwritten by __glXScreenInit */
+ "Extensions String", /* GLXextensions is overwritten by __glXScreenInit */
+ NULL /* WrappedPositionWindow is overwritten */
+};
+
+__GLXextensionInfo __glDDXExtensionInfo = {
+ GL_CORE_APPLE,
+ glAquaResetExtension,
+ glAquaInitVisuals,
+ glAquaSetVisualConfigs
+};
+
+
+// prototypes
+
+static GLboolean glAquaDestroyContext(__GLcontext *gc);
+static GLboolean glAquaLoseCurrent(__GLcontext *gc);
+static GLboolean glAquaMakeCurrent(__GLcontext *gc);
+static GLboolean glAquaShareContext(__GLcontext *gc, __GLcontext *gcShare);
+static GLboolean glAquaCopyContext(__GLcontext *dst, const __GLcontext *src,
+ GLuint mask);
+static GLboolean glAquaForceCurrent(__GLcontext *gc);
+
+/* Drawing surface notification callbacks */
+static GLboolean glAquaNotifyResize(__GLcontext *gc);
+static void glAquaNotifyDestroy(__GLcontext *gc);
+static void glAquaNotifySwapBuffers(__GLcontext *gc);
+
+/* Dispatch table override control for external agents like libGLS */
+static struct __GLdispatchStateRec* glAquaDispatchExec(__GLcontext *gc);
+static void glAquaBeginDispatchOverride(__GLcontext *gc);
+static void glAquaEndDispatchOverride(__GLcontext *gc);
+
+
+static __GLexports glAquaExports = {
+ glAquaDestroyContext,
+ glAquaLoseCurrent,
+ glAquaMakeCurrent,
+ glAquaShareContext,
+ glAquaCopyContext,
+ glAquaForceCurrent,
+
+ glAquaNotifyResize,
+ glAquaNotifyDestroy,
+ glAquaNotifySwapBuffers,
+
+ glAquaDispatchExec,
+ glAquaBeginDispatchOverride,
+ glAquaEndDispatchOverride
+};
+
+
+typedef struct {
+ int num_vis;
+ __GLXvisualConfig *glx_vis;
+ void **priv;
+
+ // wrapped screen functions
+ RealizeWindowProcPtr RealizeWindow;
+ UnrealizeWindowProcPtr UnrealizeWindow;
+} glAquaScreenRec;
+
+static glAquaScreenRec glAquaScreens[MAXSCREENS];
+
+
+// __GLdrawablePrivate->private
+typedef struct {
+ GLboolean (*resize)(__GLdrawableBuffer *buf, GLint x, GLint y,
+ GLuint width, GLuint height,
+ __GLdrawablePrivate *glPriv,
+ GLuint bufferMask);
+} GLAquaDrawableRec;
+
+struct __GLcontextRec {
+ struct __GLinterfaceRec interface; // required to be first
+
+ AGLContext ctx;
+ AGLPixelFormat pixelFormat;
+ Bool isAttached; // TRUE if ctx is really attached to a window
+};
+
+
+// Context manipulation; return GL_FALSE on failure
+static GLboolean glAquaDestroyContext(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("glAquaDestroyContext (ctx 0x%x)\n", gc->ctx);
+
+ if (gc) {
+ if (gc->ctx) aglDestroyContext(gc->ctx);
+ if (gc->pixelFormat) aglDestroyPixelFormat(gc->pixelFormat);
+ free(gc);
+ }
+ return GL_TRUE;
+}
+
+
+static GLboolean glAquaLoseCurrent(__GLcontext *gc)
+{
+ // GLAQUA_DEBUG_MSG("glAquaLoseCurrent (ctx 0x%x)\n", gc->ctx);
+ aglSetCurrentContext(NULL);
+ __glXLastContext = NULL; // Mesa does this; why?
+ return GL_TRUE;
+}
+
+// (x, y, w, h) is global coordinates of view or -1
+// glPriv may be NULL
+static void attach(__GLcontext *gc, __GLdrawablePrivate *glPriv,
+ int x, int y, int w, int h)
+{
+ __GLXdrawablePrivate *glxPriv;
+
+ if (glPriv == NULL) {
+ // attaching to nothing
+ GLAQUA_DEBUG_MSG("unattaching\n");
+ aglSetDrawable(gc->ctx, NULL);
+ gc->isAttached = FALSE;
+ return;
+ }
+
+ // Note that when resizing, the X11 WindowPtr already has its
+ // new size and position, but the Aqua window does not.
+
+ glxPriv = (__GLXdrawablePrivate *)glPriv->other;
+
+ if (glxPriv->type == DRAWABLE_WINDOW) {
+ WindowPtr pWin = (WindowPtr) glxPriv->pDraw;
+ WindowPtr topWin = quartzProcs->TopLevelParent(pWin);
+ CRWindowPtr crWinPtr;
+ AGLDrawable newPort;
+
+ crWinPtr = (CRWindowPtr) quartzProcs->FrameForWindow(pWin, TRUE);
+
+ if (crWinPtr) {
+ newPort = (AGLDrawable) crWinPtr->port;
+ } else {
+ newPort = NULL;
+ }
+
+ if (newPort) {
+ // fixme won't be a CGrafPtr if currently offscreen or fullscreen
+ AGLDrawable oldPort = aglGetDrawable(gc->ctx);
+ // AGLDrawable newPort = GetWindowPort(window);
+ GLint frame[4] = {x, y, w, h}; // fixme multi-screen?
+ // frame is now X11-global
+ frame[0] -= topWin->drawable.x - topWin->borderWidth;
+ frame[1] -= topWin->drawable.y - topWin->borderWidth;
+ // frame is now window-local
+ // GL uses flipped coordinates
+ frame[1] = topWin->drawable.height + 2*topWin->borderWidth -
+ frame[1] - frame[3];
+
+ // GLAQUA_DEBUG_MSG("local size %d %d %d %d\n",
+ // frame[0], frame[1], frame[2], frame[3]);
+
+ if (oldPort != newPort) {
+ // fixme retain/release windows
+ aglSetDrawable(gc->ctx, newPort);
+ }
+ aglSetInteger(gc->ctx, AGL_BUFFER_RECT, frame);
+ aglEnable(gc->ctx, AGL_BUFFER_RECT);
+ // aglSetInteger(gc->ctx, AGL_SWAP_RECT, frame);
+ // aglEnable(gc->ctx, AGL_SWAP_RECT);
+ aglUpdateContext(gc->ctx);
+ gc->isAttached = TRUE;
+ GLAQUA_DEBUG_MSG("attached\n");
+ } else {
+ // attach to not-yet-realized window - will really attach later
+ GLAQUA_DEBUG_MSG("couldn't attach\n");
+ aglSetDrawable(gc->ctx, NULL);
+ gc->isAttached = FALSE;
+ }
+ } else {
+ GLAQUA_DEBUG_MSG("attach: attach to non-window unimplemented\n");
+ aglSetDrawable(gc->ctx, NULL);
+ gc->isAttached = FALSE;
+ }
+}
+
+static GLboolean glAquaMakeCurrent(__GLcontext *gc)
+{
+#if 0
+ __GLdrawablePrivate *glPriv = gc->interface.imports.getDrawablePrivate(gc);
+ GLAQUA_DEBUG_MSG("glAquaMakeCurrent (ctx 0x%x)\n", gc->ctx);
+
+ if (!gc->isAttached) {
+ attach(gc, glPriv, glPriv->xOrigin, glPriv->yOrigin, glPriv->width, glPriv->height);
+ }
+#endif
+ return aglSetCurrentContext(gc->ctx);
+}
+
+static GLboolean glAquaShareContext(__GLcontext *gc, __GLcontext *gcShare)
+{
+ GLAQUA_DEBUG_MSG("glAquaShareContext unimplemented\n");
+
+ return GL_TRUE;
+}
+
+
+static GLboolean glAquaCopyContext(__GLcontext *dst, const __GLcontext *src,
+ GLuint mask)
+{
+ GLAQUA_DEBUG_MSG("glAquaCopyContext\n");
+ aglCopyContext(src->ctx, dst->ctx, mask);
+ return GL_TRUE;
+}
+
+static GLboolean glAquaForceCurrent(__GLcontext *gc)
+{
+ // GLAQUA_DEBUG_MSG("glAquaForceCurrent (ctx 0x%x)\n", gc->ctx);
+ return aglSetCurrentContext(gc->ctx);
+}
+
+/* Drawing surface notification callbacks */
+
+static GLboolean glAquaNotifyResize(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("unimplemented glAquaNotifyResize");
+ return GL_TRUE;
+}
+
+static void glAquaNotifyDestroy(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("unimplemented glAquaNotifyDestroy");
+}
+
+static void glAquaNotifySwapBuffers(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("unimplemented glAquaNotifySwapBuffers");
+}
+
+/* Dispatch table override control for external agents like libGLS */
+static struct __GLdispatchStateRec* glAquaDispatchExec(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("unimplemented glAquaDispatchExec");
+ return NULL;
+}
+
+static void glAquaBeginDispatchOverride(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("unimplemented glAquaBeginDispatchOverride");
+}
+
+static void glAquaEndDispatchOverride(__GLcontext *gc)
+{
+ GLAQUA_DEBUG_MSG("unimplemented glAquaEndDispatchOverride");
+}
+
+
+static AGLPixelFormat makeFormat(__GLcontextModes *mode)
+{
+ int i;
+ GLint attr[64]; // currently uses max of 30
+ AGLPixelFormat result;
+
+ GLAQUA_DEBUG_MSG("makeFormat\n");
+
+ i = 0;
+
+ // attr [i++] = AGL_ACCELERATED; // require hwaccel - BAD for multiscreen
+ // attr [i++] = AGL_NO_RECOVERY; // disable fallback renderers - BAD
+
+ if (mode->stereoMode) {
+ attr[i++] = AGL_STEREO;
+ }
+ if (mode->doubleBufferMode) {
+ attr[i++] = AGL_DOUBLEBUFFER;
+ }
+
+ if (mode->colorIndexMode) {
+ attr[i++] = AGL_BUFFER_SIZE;
+ attr[i++] = mode->indexBits;
+ }
+
+ if (mode->rgbMode) {
+ attr[i++] = AGL_RGBA;
+ attr[i++] = AGL_RED_SIZE;
+ attr[i++] = mode->redBits;
+ attr[i++] = AGL_GREEN_SIZE;
+ attr[i++] = mode->greenBits;
+ attr[i++] = AGL_BLUE_SIZE;
+ attr[i++] = mode->blueBits;
+ attr[i++] = AGL_ALPHA_SIZE;
+ attr[i++] = mode->alphaBits;
+ }
+
+ if (mode->haveAccumBuffer) {
+ attr[i++] = AGL_ACCUM_RED_SIZE;
+ attr[i++] = mode->accumRedBits;
+ attr[i++] = AGL_ACCUM_GREEN_SIZE;
+ attr[i++] = mode->accumGreenBits;
+ attr[i++] = AGL_ACCUM_BLUE_SIZE;
+ attr[i++] = mode->accumBlueBits;
+ attr[i++] = AGL_ACCUM_ALPHA_SIZE;
+ attr[i++] = mode->accumAlphaBits;
+ }
+ if (mode->haveDepthBuffer) {
+ attr[i++] = AGL_DEPTH_SIZE;
+ attr[i++] = mode->depthBits;
+ }
+ if (mode->haveStencilBuffer) {
+ attr[i++] = AGL_STENCIL_SIZE;
+ attr[i++] = mode->stencilBits;
+ }
+
+ attr[i++] = AGL_AUX_BUFFERS;
+ attr[i++] = mode->numAuxBuffers;
+
+ attr[i++] = AGL_LEVEL;
+ attr[i++] = mode->level;
+
+ // mode->pixmapMode ?
+
+ attr[i++] = AGL_NONE; // end of option list
+
+ GLAQUA_DEBUG_MSG("makeFormat almost done\n");
+ result = aglChoosePixelFormat(NULL, 0, attr);
+ GLAQUA_DEBUG_MSG("makeFormat done (0x%x)\n", result);
+ return result;
+}
+
+static __GLinterface *glAquaCreateContext(__GLimports *imports,
+ __GLcontextModes *mode,
+ __GLinterface *shareGC)
+{
+ __GLcontext *result;
+ __GLcontext *sharectx = (__GLcontext *)shareGC;
+ GLint value;
+
+ GLAQUA_DEBUG_MSG("glAquaCreateContext\n");
+
+ result = (__GLcontext *)malloc(sizeof(__GLcontext));
+ if (!result) return NULL;
+
+ result->interface.imports = *imports;
+ result->interface.exports = glAquaExports;
+
+ result->pixelFormat = makeFormat(mode);
+ if (!result->pixelFormat) {
+ free(result);
+ return NULL;
+ }
+
+ result->ctx = aglCreateContext(result->pixelFormat,
+ (sharectx && sharectx->ctx) ? sharectx->ctx : NULL);
+
+ if (!result->ctx) {
+ aglDestroyPixelFormat(result->pixelFormat);
+ free(result);
+ return NULL;
+ }
+
+ result->isAttached = FALSE;
+
+ // Tell aglSwapBuffers to wait for vertical retrace
+ value = 1;
+ aglSetInteger(result->ctx, AGL_SWAP_INTERVAL, &value);
+
+ GLAQUA_DEBUG_MSG("glAquaCreateContext done\n");
+ return (__GLinterface *)result;
+}
+
+
+Bool
+glAquaRealizeWindow(WindowPtr pWin)
+{
+ // If this window has GL contexts, tell them to reattach
+ Bool result;
+ ScreenPtr pScreen = pWin->drawable.pScreen;
+ glAquaScreenRec *screenPriv = &glAquaScreens[pScreen->myNum];
+ __GLXdrawablePrivate *glxPriv;
+
+ GLAQUA_DEBUG_MSG("glAquaRealizeWindow\n");
+
+ // Allow the window to be created (RootlessRealizeWindow is inside our wrap)
+ pScreen->RealizeWindow = screenPriv->RealizeWindow;
+ result = pScreen->RealizeWindow(pWin);
+ pScreen->RealizeWindow = glAquaRealizeWindow;
+
+ // The Aqua window will already have been created (windows are
+ // realized from top down)
+
+ // Re-attach this window's GL contexts, if any.
+ glxPriv = __glXFindDrawablePrivate(pWin->drawable.id);
+ if (glxPriv) {
+ __GLXcontext *gx;
+ __GLcontext *gc;
+ __GLdrawablePrivate *glPriv = &glxPriv->glPriv;
+ GLAQUA_DEBUG_MSG("glAquaRealizeWindow is GL drawable!\n");
+
+ // GL contexts bound to this window for drawing
+ for (gx = glxPriv->drawGlxc; gx != NULL; gx = gx->next) {
+ gc = (__GLcontext *)gx->gc;
+ attach(gc, glPriv, glxPriv->xorigin, glxPriv->yorigin,
+ glxPriv->width, glxPriv->height);
+ }
+
+ // GL contexts bound to this window for reading
+ for (gx = glxPriv->readGlxc; gx != NULL; gx = gx->next) {
+ gc = (__GLcontext *)gx->gc;
+ attach(gc, glPriv, glxPriv->xorigin, glxPriv->yorigin,
+ glxPriv->width, glxPriv->height);
+ }
+ }
+
+ return result;
+}
+
+Bool
+glAquaUnrealizeWindow(WindowPtr pWin)
+{
+ // If this window has GL contexts, tell them to unattach
+ Bool result;
+ ScreenPtr pScreen = pWin->drawable.pScreen;
+ glAquaScreenRec *screenPriv = &glAquaScreens[pScreen->myNum];
+ __GLXdrawablePrivate *glxPriv;
+
+ GLAQUA_DEBUG_MSG("glAquaUnrealizeWindow\n");
+
+ // The Aqua window may have already been destroyed (windows
+ // are unrealized from top down)
+
+ // Unattach this window's GL contexts, if any.
+ glxPriv = __glXFindDrawablePrivate(pWin->drawable.id);
+ if (glxPriv) {
+ __GLXcontext *gx;
+ __GLcontext *gc;
+ GLAQUA_DEBUG_MSG("glAquaUnealizeWindow is GL drawable!\n");
+
+ // GL contexts bound to this window for drawing
+ for (gx = glxPriv->drawGlxc; gx != NULL; gx = gx->next) {
+ gc = (__GLcontext *)gx->gc;
+ attach(gc, NULL, 0, 0, 0, 0);
+ }
+
+ // GL contexts bound to this window for reading
+ for (gx = glxPriv->readGlxc; gx != NULL; gx = gx->next) {
+ gc = (__GLcontext *)gx->gc;
+ attach(gc, NULL, 0, 0, 0, 0);
+ }
+ }
+
+ pScreen->UnrealizeWindow = screenPriv->UnrealizeWindow;
+ result = pScreen->UnrealizeWindow(pWin);
+ pScreen->UnrealizeWindow = glAquaUnrealizeWindow;
+
+ return result;
+}
+
+
+
+
+
+
+/*
+ * In the case the driver has no GLX visuals we'll use these.
+ * [0] = RGB, double buffered
+ * [1] = RGB, double buffered, stencil, accum
+ */
+// Originally copied from Mesa
+
+static int numConfigs = 0;
+static __GLXvisualConfig *visualConfigs = NULL;
+static void **visualPrivates = NULL;
+
+#define NUM_FALLBACK_CONFIGS 2
+static __GLXvisualConfig FallbackConfigs[NUM_FALLBACK_CONFIGS] = {
+ {
+ -1, /* vid */
+ -1, /* class */
+ True, /* rgba */
+ -1, -1, -1, 0, /* rgba sizes */
+ -1, -1, -1, 0, /* rgba masks */
+ 0, 0, 0, 0, /* rgba accum sizes */
+ True, /* doubleBuffer */
+ False, /* stereo */
+ -1, /* bufferSize */
+ 16, /* depthSize */
+ 0, /* stencilSize */
+ 0, /* auxBuffers */
+ 0, /* level */
+ GLX_NONE_EXT, /* visualRating */
+ 0, /* transparentPixel */
+ 0, 0, 0, 0, /* transparent rgba color (floats scaled to ints) */
+ 0 /* transparentIndex */
+ },
+ {
+ -1, /* vid */
+ -1, /* class */
+ True, /* rgba */
+ -1, -1, -1, 0, /* rgba sizes */
+ -1, -1, -1, 0, /* rgba masks */
+ 16, 16, 16, 0, /* rgba accum sizes */
+ True, /* doubleBuffer */
+ False, /* stereo */
+ -1, /* bufferSize */
+ 16, /* depthSize */
+ 8, /* stencilSize */
+ 0, /* auxBuffers */
+ 0, /* level */
+ GLX_NONE_EXT, /* visualRating */
+ 0, /* transparentPixel */
+ 0, 0, 0, 0, /* transparent rgba color (floats scaled to ints) */
+ 0 /* transparentIndex */
+ }
+};
+
+
+
+static int count_bits(unsigned int n)
+{
+ int bits = 0;
+
+ while (n > 0) {
+ if (n & 1) bits++;
+ n >>= 1;
+ }
+ return bits;
+}
+
+
+// Mostly copied from Mesa's xf86glx.c
+static Bool init_visuals(int *nvisualp, VisualPtr *visualp,
+ VisualID *defaultVisp,
+ int ndepth, DepthPtr pdepth,
+ int rootDepth)
+{
+ int numRGBconfigs;
+ int numCIconfigs;
+ int numVisuals = *nvisualp;
+ int numNewVisuals;
+ int numNewConfigs;
+ VisualPtr pVisual = *visualp;
+ VisualPtr pVisualNew = NULL;
+ VisualID *orig_vid = NULL;
+ __GLXvisualConfig *glXVisualPtr = NULL;
+ __GLXvisualConfig *pNewVisualConfigs = NULL;
+ void **glXVisualPriv;
+ void **pNewVisualPriv;
+ int found_default;
+ int i, j, k;
+
+ GLAQUA_DEBUG_MSG("init_visuals\n");
+
+ if (numConfigs > 0)
+ numNewConfigs = numConfigs;
+ else
+ numNewConfigs = NUM_FALLBACK_CONFIGS;
+
+ /* Alloc space for the list of new GLX visuals */
+ pNewVisualConfigs = (__GLXvisualConfig *)
+ __glXMalloc(numNewConfigs * sizeof(__GLXvisualConfig));
+ if (!pNewVisualConfigs) {
+ return FALSE;
+ }
+
+ /* Alloc space for the list of new GLX visual privates */
+ pNewVisualPriv = (void **) __glXMalloc(numNewConfigs * sizeof(void *));
+ if (!pNewVisualPriv) {
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /*
+ ** If SetVisualConfigs was not called, then use default GLX
+ ** visual configs.
+ */
+ if (numConfigs == 0) {
+ memcpy(pNewVisualConfigs, FallbackConfigs,
+ NUM_FALLBACK_CONFIGS * sizeof(__GLXvisualConfig));
+ memset(pNewVisualPriv, 0, NUM_FALLBACK_CONFIGS * sizeof(void *));
+ }
+ else {
+ /* copy driver's visual config info */
+ for (i = 0; i < numConfigs; i++) {
+ pNewVisualConfigs[i] = visualConfigs[i];
+ pNewVisualPriv[i] = visualPrivates[i];
+ }
+ }
+
+ /* Count the number of RGB and CI visual configs */
+ numRGBconfigs = 0;
+ numCIconfigs = 0;
+ for (i = 0; i < numNewConfigs; i++) {
+ if (pNewVisualConfigs[i].rgba)
+ numRGBconfigs++;
+ else
+ numCIconfigs++;
+ }
+
+ /* Count the total number of visuals to compute */
+ numNewVisuals = 0;
+ for (i = 0; i < numVisuals; i++) {
+ numNewVisuals +=
+ (pVisual[i].class == TrueColor || pVisual[i].class == DirectColor)
+ ? numRGBconfigs : numCIconfigs;
+ }
+
+ /* Reset variables for use with the next screen/driver's visual configs */
+ visualConfigs = NULL;
+ numConfigs = 0;
+
+ /* Alloc temp space for the list of orig VisualIDs for each new visual */
+ orig_vid = (VisualID *)__glXMalloc(numNewVisuals * sizeof(VisualID));
+ if (!orig_vid) {
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Alloc space for the list of glXVisuals */
+ glXVisualPtr = (__GLXvisualConfig *)__glXMalloc(numNewVisuals *
+ sizeof(__GLXvisualConfig));
+ if (!glXVisualPtr) {
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Alloc space for the list of glXVisualPrivates */
+ glXVisualPriv = (void **)__glXMalloc(numNewVisuals * sizeof(void *));
+ if (!glXVisualPriv) {
+ __glXFree(glXVisualPtr);
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Alloc space for the new list of the X server's visuals */
+ pVisualNew = (VisualPtr)__glXMalloc(numNewVisuals * sizeof(VisualRec));
+ if (!pVisualNew) {
+ __glXFree(glXVisualPriv);
+ __glXFree(glXVisualPtr);
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Initialize the new visuals */
+ found_default = FALSE;
+ for (i = j = 0; i < numVisuals; i++) {
+ int is_rgb = (pVisual[i].class == TrueColor ||
+ pVisual[i].class == DirectColor);
+
+ for (k = 0; k < numNewConfigs; k++) {
+ if (pNewVisualConfigs[k].rgba != is_rgb)
+ continue;
+
+ /* Initialize the new visual */
+ pVisualNew[j] = pVisual[i];
+ pVisualNew[j].vid = FakeClientID(0);
+
+ /* Check for the default visual */
+ if (!found_default && pVisual[i].vid == *defaultVisp) {
+ *defaultVisp = pVisualNew[j].vid;
+ found_default = TRUE;
+ }
+
+ /* Save the old VisualID */
+ orig_vid[j] = pVisual[i].vid;
+
+ /* Initialize the glXVisual */
+ glXVisualPtr[j] = pNewVisualConfigs[k];
+ glXVisualPtr[j].vid = pVisualNew[j].vid;
+
+ /*
+ * If the class is -1, then assume the X visual information
+ * is identical to what GLX needs, and take them from the X
+ * visual. NOTE: if class != -1, then all other fields MUST
+ * be initialized.
+ */
+ if (glXVisualPtr[j].class == -1) {
+ glXVisualPtr[j].class = pVisual[i].class;
+ glXVisualPtr[j].redSize = count_bits(pVisual[i].redMask);
+ glXVisualPtr[j].greenSize = count_bits(pVisual[i].greenMask);
+ glXVisualPtr[j].blueSize = count_bits(pVisual[i].blueMask);
+ glXVisualPtr[j].alphaSize = glXVisualPtr[j].alphaSize;
+ glXVisualPtr[j].redMask = pVisual[i].redMask;
+ glXVisualPtr[j].greenMask = pVisual[i].greenMask;
+ glXVisualPtr[j].blueMask = pVisual[i].blueMask;
+ glXVisualPtr[j].alphaMask = glXVisualPtr[j].alphaMask;
+ glXVisualPtr[j].bufferSize = rootDepth;
+ }
+
+ /* Save the device-dependent private for this visual */
+ glXVisualPriv[j] = pNewVisualPriv[k];
+
+ j++;
+ }
+ }
+
+ assert(j <= numNewVisuals);
+
+ /* Save the GLX visuals in the screen structure */
+ glAquaScreens[screenInfo.numScreens-1].num_vis = numNewVisuals;
+ glAquaScreens[screenInfo.numScreens-1].glx_vis = glXVisualPtr;
+ glAquaScreens[screenInfo.numScreens-1].priv = glXVisualPriv;
+
+ /* Set up depth's VisualIDs */
+ for (i = 0; i < ndepth; i++) {
+ int numVids = 0;
+ VisualID *pVids = NULL;
+ int k, n = 0;
+
+ /* Count the new number of VisualIDs at this depth */
+ for (j = 0; j < pdepth[i].numVids; j++)
+ for (k = 0; k < numNewVisuals; k++)
+ if (pdepth[i].vids[j] == orig_vid[k])
+ numVids++;
+
+ /* Allocate a new list of VisualIDs for this depth */
+ pVids = (VisualID *)__glXMalloc(numVids * sizeof(VisualID));
+
+ /* Initialize the new list of VisualIDs for this depth */
+ for (j = 0; j < pdepth[i].numVids; j++)
+ for (k = 0; k < numNewVisuals; k++)
+ if (pdepth[i].vids[j] == orig_vid[k])
+ pVids[n++] = pVisualNew[k].vid;
+
+ /* Update this depth's list of VisualIDs */
+ __glXFree(pdepth[i].vids);
+ pdepth[i].vids = pVids;
+ pdepth[i].numVids = numVids;
+ }
+
+ /* Update the X server's visuals */
+ *nvisualp = numNewVisuals;
+ *visualp = pVisualNew;
+
+ /* Free the old list of the X server's visuals */
+ __glXFree(pVisual);
+
+ /* Clean up temporary allocations */
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+
+ /* Free the private list created by DDX HW driver */
+ if (visualPrivates)
+ xfree(visualPrivates);
+ visualPrivates = NULL;
+
+ return TRUE;
+}
+
+// Copied from Mesa
+static void glAquaSetVisualConfigs(int nconfigs, __GLXvisualConfig *configs,
+ void **privates)
+{
+ GLAQUA_DEBUG_MSG("glAquaSetVisualConfigs\n");
+
+ numConfigs = nconfigs;
+ visualConfigs = configs;
+ visualPrivates = privates;
+}
+
+// Copied from Mesa
+static Bool glAquaInitVisuals(VisualPtr *visualp, DepthPtr *depthp,
+ int *nvisualp, int *ndepthp,
+ int *rootDepthp, VisualID *defaultVisp,
+ unsigned long sizes, int bitsPerRGB)
+{
+ GLAQUA_DEBUG_MSG("glAquaInitVisuals\n");
+
+ /*
+ * Setup the visuals supported by this particular screen.
+ */
+ return init_visuals(nvisualp, visualp, defaultVisp,
+ *ndepthp, *depthp, *rootDepthp);
+}
+
+
+static void fixup_visuals(int screen)
+{
+ ScreenPtr pScreen = screenInfo.screens[screen];
+ glAquaScreenRec *pScr = &glAquaScreens[screen];
+ __GLXvisualConfig *pGLXVis = pScr->glx_vis;
+ VisualPtr pVis;
+ int i, j;
+
+ GLAQUA_DEBUG_MSG("fixup_visuals\n");
+
+ for (i = 0; i < pScr->num_vis; i++, pGLXVis++) {
+ pVis = pScreen->visuals;
+
+ /* Find a visual that matches the GLX visual's class and size */
+ for (j = 0; j < pScreen->numVisuals; j++, pVis++) {
+ if (pVis->class == pGLXVis->class &&
+ pVis->nplanes == pGLXVis->bufferSize) {
+
+ /* Fixup the masks */
+ pGLXVis->redMask = pVis->redMask;
+ pGLXVis->greenMask = pVis->greenMask;
+ pGLXVis->blueMask = pVis->blueMask;
+
+ /* Recalc the sizes */
+ pGLXVis->redSize = count_bits(pGLXVis->redMask);
+ pGLXVis->greenSize = count_bits(pGLXVis->greenMask);
+ pGLXVis->blueSize = count_bits(pGLXVis->blueMask);
+ }
+ }
+ }
+}
+
+static void init_screen_visuals(int screen)
+{
+ ScreenPtr pScreen = screenInfo.screens[screen];
+ __GLXvisualConfig *pGLXVis = glAquaScreens[screen].glx_vis;
+ // XMesaVisual *pXMesaVisual;
+ VisualPtr pVis;
+ int *used;
+ int i, j;
+
+ GLAQUA_DEBUG_MSG("init_screen_visuals\n");
+
+ /* Alloc space for the list of XMesa visuals */
+ // pXMesaVisual = (XMesaVisual *)__glXMalloc(MESAScreens[screen].num_vis *
+ // sizeof(XMesaVisual));
+ // __glXMemset(pXMesaVisual, 0,
+ // MESAScreens[screen].num_vis * sizeof(XMesaVisual));
+
+ used = (int *)__glXMalloc(pScreen->numVisuals * sizeof(int));
+ __glXMemset(used, 0, pScreen->numVisuals * sizeof(int));
+
+ for (i = 0; i < glAquaScreens[screen].num_vis; i++, pGLXVis++) {
+ pVis = pScreen->visuals;
+ for (j = 0; j < pScreen->numVisuals; j++, pVis++) {
+
+ if (pVis->class == pGLXVis->class &&
+ pVis->nplanes == pGLXVis->bufferSize &&
+ !used[j]) {
+
+ if (pVis->redMask == pGLXVis->redMask &&
+ pVis->greenMask == pGLXVis->greenMask &&
+ pVis->blueMask == pGLXVis->blueMask) {
+
+ /* Create the XMesa visual */
+ /*
+ pXMesaVisual[i] =
+ XMesaCreateVisual(pScreen,
+ pVis,
+ pGLXVis->rgba,
+ (pGLXVis->alphaSize > 0),
+ pGLXVis->doubleBuffer,
+ pGLXVis->stereo,
+ GL_TRUE, // ximage_flag
+ pGLXVis->depthSize,
+ pGLXVis->stencilSize,
+ pGLXVis->accumRedSize,
+ pGLXVis->accumGreenSize,
+ pGLXVis->accumBlueSize,
+ pGLXVis->accumAlphaSize,
+ 0, // numSamples
+ pGLXVis->level,
+ pGLXVis->visualRating );
+ */
+ /* Set the VisualID */
+ pGLXVis->vid = pVis->vid;
+
+ /* Mark this visual used */
+ used[j] = 1;
+ break;
+ }
+ }
+ }
+ }
+
+ __glXFree(used);
+
+ // glAquaScreens[screen].xm_vis = pXMesaVisual;
+}
+
+static Bool glAquaScreenProbe(int screen)
+{
+ ScreenPtr pScreen;
+ glAquaScreenRec *screenPriv;
+
+ GLAQUA_DEBUG_MSG("glAquaScreenProbe\n");
+
+ /*
+ * Set up the current screen's visuals.
+ */
+ __glDDXScreenInfo.pGlxVisual = glAquaScreens[screen].glx_vis;
+ __glDDXScreenInfo.pVisualPriv = glAquaScreens[screen].priv;
+ __glDDXScreenInfo.numVisuals =
+ __glDDXScreenInfo.numUsableVisuals = glAquaScreens[screen].num_vis;
+
+ /*
+ * Set the current screen's createContext routine. This could be
+ * wrapped by a DDX GLX context creation routine.
+ */
+ __glDDXScreenInfo.createContext = glAquaCreateContext;
+
+ /*
+ * The ordering of the rgb compenents might have been changed by the
+ * driver after mi initialized them.
+ */
+ fixup_visuals(screen);
+
+ /*
+ * Find the GLX visuals that are supported by this screen and create
+ * XMesa's visuals.
+ */
+ init_screen_visuals(screen);
+
+ // Wrap RealizeWindow and UnrealizeWindow on this screen
+ pScreen = screenInfo.screens[screen];
+ screenPriv = &glAquaScreens[screen];
+ screenPriv->RealizeWindow = pScreen->RealizeWindow;
+ pScreen->RealizeWindow = glAquaRealizeWindow;
+ screenPriv->UnrealizeWindow = pScreen->UnrealizeWindow;
+ pScreen->UnrealizeWindow = glAquaUnrealizeWindow;
+
+ return TRUE;
+}
+
+
+static GLboolean glAquaResizeBuffers(__GLdrawableBuffer *buffer,
+ GLint x, GLint y,
+ GLuint width, GLuint height,
+ __GLdrawablePrivate *glPriv,
+ GLuint bufferMask)
+{
+ GLAquaDrawableRec *aquaPriv = (GLAquaDrawableRec *)glPriv->private;
+ __GLXcontext *gx;
+ __GLcontext *gc;
+ __GLXdrawablePrivate *glxPriv = (__GLXdrawablePrivate *)glPriv->other;
+
+ GLAQUA_DEBUG_MSG("glAquaResizeBuffers to (%d %d %d %d)\n", x, y, width, height);
+
+ // update all contexts that point at this drawable for drawing (hack?)
+ for (gx = glxPriv->drawGlxc; gx != NULL; gx = gx->next) {
+ gc = (__GLcontext *)gx->gc;
+ attach(gc, glPriv, x, y, width, height);
+ }
+
+ // update all contexts that point at this drawable for reading (hack?)
+ for (gx = glxPriv->readGlxc; gx != NULL; gx = gx->next) {
+ gc = (__GLcontext *)gx->gc;
+ attach(gc, glPriv, x, y, width, height);
+ }
+
+ return aquaPriv->resize(buffer, x, y, width, height, glPriv, bufferMask);
+}
+
+
+static GLboolean glAquaSwapBuffers(__GLXdrawablePrivate *glxPriv)
+{
+ // fixme AGL software renderer will use properties of current QD port (bad)
+
+ // swap buffers on only *one* of the contexts
+ // (e.g. the last one for drawing)
+ __GLcontext *gc = (__GLcontext *)glxPriv->drawGlxc->gc;
+ if (gc && gc->ctx) aglSwapBuffers(gc->ctx);
+
+ return GL_TRUE;
+}
+
+static void glAquaDestroyDrawablePrivate(__GLdrawablePrivate *glPriv)
+{
+ GLAQUA_DEBUG_MSG("glAquaDestroyDrawablePrivate\n");
+
+ free(glPriv->private);
+ glPriv->private = NULL;
+}
+
+static void glAquaCreateBuffer(__GLXdrawablePrivate *glxPriv)
+{
+ GLAquaDrawableRec *aquaPriv = malloc(sizeof(GLAquaDrawableRec));
+ __GLdrawablePrivate *glPriv = &glxPriv->glPriv;
+
+ GLAQUA_DEBUG_MSG("glAquaCreateBuffer\n");
+
+ // replace swapBuffers (original is never called)
+ glxPriv->swapBuffers = glAquaSwapBuffers;
+
+ // wrap front buffer resize
+ aquaPriv->resize = glPriv->frontBuffer.resize;
+ glPriv->frontBuffer.resize = glAquaResizeBuffers;
+
+ // stash private data
+ glPriv->private = aquaPriv;
+ glPriv->freePrivate = glAquaDestroyDrawablePrivate;
+}
+
+
+static void glAquaResetExtension(void)
+{
+ GLAQUA_DEBUG_MSG("glAquaResetExtension\n");
+ aglResetLibrary();
+}
+
+
+
+// Extra goodies for glx
+
+GLint __glEvalComputeK(GLenum target)
+{
+ switch (target) {
+ case GL_MAP1_VERTEX_4:
+ case GL_MAP1_COLOR_4:
+ case GL_MAP1_TEXTURE_COORD_4:
+ case GL_MAP2_VERTEX_4:
+ case GL_MAP2_COLOR_4:
+ case GL_MAP2_TEXTURE_COORD_4:
+ return 4;
+ case GL_MAP1_VERTEX_3:
+ case GL_MAP1_TEXTURE_COORD_3:
+ case GL_MAP1_NORMAL:
+ case GL_MAP2_VERTEX_3:
+ case GL_MAP2_TEXTURE_COORD_3:
+ case GL_MAP2_NORMAL:
+ return 3;
+ case GL_MAP1_TEXTURE_COORD_2:
+ case GL_MAP2_TEXTURE_COORD_2:
+ return 2;
+ case GL_MAP1_TEXTURE_COORD_1:
+ case GL_MAP2_TEXTURE_COORD_1:
+ case GL_MAP1_INDEX:
+ case GL_MAP2_INDEX:
+ return 1;
+ default:
+ return 0;
+ }
+}
+
+GLuint __glFloorLog2(GLuint val)
+{
+ int c = 0;
+
+ while (val > 1) {
+ c++;
+ val >>= 1;
+ }
+ return c;
+}