1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
|
/*
* (C) Copyright IBM Corporation 2005
* 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, sub license,
* 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 (including the next
* paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* IBM,
* AND/OR THEIR SUPPLIERS 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.
*/
#include <X11/Xmd.h>
#include <GL/gl.h>
#include <GL/glxproto.h>
#ifdef __linux__
#include <byteswap.h>
#else
#include <sys/endian.h>
#define bswap_16 bswap16
#define bswap_32 bswap32
#define bswap_64 bswap64
#endif
#include <inttypes.h>
#include "indirect_size.h"
#include "indirect_size_get.h"
#include "indirect_dispatch.h"
#include "glxserver.h"
#include "singlesize.h"
#include "glapitable.h"
#include "glapi.h"
#include "glthread.h"
#include "dispatch.h"
#include "glxext.h"
#include "indirect_util.h"
#define __GLX_PAD(a) (((a)+3)&~3)
extern xGLXSingleReply __glXReply;
GLint
__glGetBooleanv_variable_size( GLenum e )
{
if ( e == GL_COMPRESSED_TEXTURE_FORMATS ) {
GLint temp;
CALL_GetIntegerv( GET_DISPATCH(),
(GL_NUM_COMPRESSED_TEXTURE_FORMATS, & temp) );
return temp;
}
else {
return 0;
}
}
/**
* Get a properly aligned buffer to hold reply data.
*
* \warning
* This function assumes that \c local_buffer is already properly aligned.
* It also assumes that \c alignment is a power of two.
*/
void *
__glXGetAnswerBuffer( __GLXclientState * cl, size_t required_size,
void * local_buffer, size_t local_size, unsigned alignment )
{
void * buffer = local_buffer;
const unsigned mask = alignment - 1;
if ( local_size < required_size ) {
const size_t worst_case_size = required_size + alignment;
intptr_t temp_buf;
if ( cl->returnBufSize < worst_case_size ) {
void * temp = xrealloc( cl->returnBuf, worst_case_size );
if ( temp == NULL ) {
return NULL;
}
cl->returnBuf = temp;
cl->returnBufSize = worst_case_size;
}
temp_buf = (intptr_t) cl->returnBuf;
temp_buf = (temp_buf + mask) & ~mask;
buffer = (void *) temp_buf;
}
return buffer;
}
/**
* Send a GLX reply to the client.
*
* Technically speaking, there are several different ways to encode a GLX
* reply. The primary difference is whether or not certain fields (e.g.,
* retval, size, and "pad3") are set. This function gets around that by
* always setting all of the fields to "reasonable" values. This does no
* harm to clients, but it does make the server-side code much more compact.
*/
void
__glXSendReply( ClientPtr client, const void * data, size_t elements,
size_t element_size, GLboolean always_array, CARD32 retval )
{
size_t reply_ints = 0;
if ( __glXErrorOccured() ) {
elements = 0;
}
else if ( (elements > 1) || always_array ) {
reply_ints = ((elements * element_size) + 3) >> 2;
}
__glXReply.length = reply_ints;
__glXReply.type = X_Reply;
__glXReply.sequenceNumber = client->sequence;
__glXReply.size = elements;
__glXReply.retval = retval;
/* It is faster on almost always every architecture to just copy the 8
* bytes, even when not necessary, than check to see of the value of
* elements requires it. Copying the data when not needed will do no
* harm.
*/
(void) memcpy( & __glXReply.pad3, data, 8 );
WriteToClient( client, sz_xGLXSingleReply, (char *) & __glXReply );
if ( reply_ints != 0 ) {
WriteToClient( client, reply_ints * 4, (char *) data );
}
}
/**
* Send a GLX reply to the client.
*
* Technically speaking, there are several different ways to encode a GLX
* reply. The primary difference is whether or not certain fields (e.g.,
* retval, size, and "pad3") are set. This function gets around that by
* always setting all of the fields to "reasonable" values. This does no
* harm to clients, but it does make the server-side code much more compact.
*
* \warning
* This function assumes that values stored in \c data will be byte-swapped
* by the caller if necessary.
*/
void
__glXSendReplySwap( ClientPtr client, const void * data, size_t elements,
size_t element_size, GLboolean always_array, CARD32 retval )
{
size_t reply_ints = 0;
if ( __glXErrorOccured() ) {
elements = 0;
}
else if ( (elements > 1) || always_array ) {
reply_ints = ((elements * element_size) + 3) >> 2;
}
__glXReply.length = bswap_32( reply_ints );
__glXReply.type = bswap_32( X_Reply );
__glXReply.sequenceNumber = bswap_32( client->sequence );
__glXReply.size = bswap_32( elements );
__glXReply.retval = bswap_32( retval );
/* It is faster on almost always every architecture to just copy the 8
* bytes, even when not necessary, than check to see of the value of
* elements requires it. Copying the data when not needed will do no
* harm.
*/
(void) memcpy( & __glXReply.pad3, data, 8 );
WriteToClient( client, sz_xGLXSingleReply, (char *) & __glXReply );
if ( reply_ints != 0 ) {
WriteToClient( client, reply_ints * 4, (char *) data );
}
}
|