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/* $XFree86$ */
/*
** License Applicability. Except to the extent portions of this file are
** made subject to an alternative license as permitted in the SGI Free
** Software License B, Version 1.1 (the "License"), the contents of this
** file are subject only to the provisions of the License. You may not use
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
**
** http://oss.sgi.com/projects/FreeB
**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
**
** Original Code. The Original Code is: OpenGL Sample Implementation,
** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
**
** Additional Notice Provisions: The application programming interfaces
** established by SGI in conjunction with the Original Code are The
** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
** Window System(R) (Version 1.3), released October 19, 1998. This software
** was created using the OpenGL(R) version 1.2.1 Sample Implementation
** published by SGI, but has not been independently verified as being
** compliant with the OpenGL(R) version 1.2.1 Specification.
**
*/
#ifdef IN_MODULE
#include <xf86_ansic.h>
#else
#include <string.h>
#include <signal.h>
#endif
#include <windowstr.h>
#include "glxserver.h"
#include "glxutil.h"
const char GLServerVersion[] = "1.2";
static const char GLServerExtensions[] =
"GL_ARB_depth_texture "
"GL_ARB_imaging "
"GL_ARB_multitexture "
"GL_ARB_point_parameters "
"GL_ARB_point_sprite "
"GL_ARB_shadow "
"GL_ARB_shadow_ambient "
"GL_ARB_texture_border_clamp "
"GL_ARB_texture_cube_map "
"GL_ARB_texture_env_add "
"GL_ARB_texture_env_combine "
"GL_ARB_texture_env_crossbar "
"GL_ARB_texture_env_dot3 "
"GL_ARB_texture_mirrored_repeat "
"GL_ARB_transpose_matrix "
"GL_ARB_window_pos "
"GL_EXT_abgr "
"GL_EXT_bgra "
"GL_EXT_blend_color "
"GL_EXT_blend_func_separate "
"GL_EXT_blend_logic_op "
"GL_EXT_blend_minmax "
"GL_EXT_blend_subtract "
"GL_EXT_clip_volume_hint "
"GL_EXT_copy_texture "
"GL_EXT_draw_range_elements "
"GL_EXT_fog_coord "
"GL_EXT_multi_draw_arrays "
"GL_EXT_packed_pixels "
"GL_EXT_polygon_offset "
"GL_EXT_rescale_normal "
"GL_EXT_secondary_color "
"GL_EXT_separate_specular_color "
"GL_EXT_shadow_funcs "
"GL_EXT_stencil_two_side "
"GL_EXT_stencil_wrap "
"GL_EXT_subtexture "
"GL_EXT_texture "
"GL_EXT_texture3D "
"GL_EXT_texture_edge_clamp "
"GL_EXT_texture_env_add "
"GL_EXT_texture_env_combine "
"GL_EXT_texture_env_dot3 "
"GL_EXT_texture_lod "
"GL_EXT_texture_lod_bias "
"GL_EXT_texture_object "
"GL_EXT_texture_rectangle "
"GL_EXT_vertex_array "
"GL_APPLE_packed_pixels "
"GL_ATI_texture_mirror_once "
"GL_ATI_texture_env_combine3 "
#if 0
/* This is currently removed because there seem to be some problems with
* it and the software-only indirect rendering path. At this point, I'm
* not sure which side (client or server) has the problem. - idr
*/
"GL_HP_occlusion_test "
#endif
"GL_IBM_texture_mirrored_repeat "
"GL_MESA_pack_invert "
"GL_MESA_ycbcr_texture "
"GL_NV_blend_square "
"GL_NV_point_sprite "
"GL_NV_texgen_reflection "
"GL_NV_texture_rectangle "
"GL_SGIS_generate_mipmap "
"GL_SGIS_texture_border_clamp "
"GL_SGIS_texture_edge_clamp "
"GL_SGIS_texture_lod "
"GL_SGIX_depth_texture "
"GL_SGIX_shadow "
"GL_SGIX_shadow_ambient "
;
/*
** We have made the simplifying assuption that the same extensions are
** supported across all screens in a multi-screen system.
*/
static char GLXServerVendorName[] = "SGI";
static char GLXServerVersion[] = "1.2";
static char GLXServerExtensions[] =
"GLX_ARB_multisample "
"GLX_EXT_visual_info "
"GLX_EXT_visual_rating "
"GLX_EXT_import_context "
"GLX_SGI_make_current_read "
#ifndef __DARWIN__
"GLX_SGIS_multisample "
#endif
;
/*
** This comes from the GL library that the server will link with. Right
** now, that is the DDX Sample OpenGL.
*/
extern __GLXscreenInfo __glDDXScreenInfo;
__GLXscreenInfo *__glXScreens[] = {
&__glDDXScreenInfo,
};
GLint __glXNumStaticScreens = (sizeof __glXScreens / sizeof __glXScreens[0]);
__GLXscreenInfo *__glXActiveScreens;
GLint __glXNumActiveScreens;
RESTYPE __glXDrawableRes;
#if 0
static int
CountBits(unsigned long mask)
{
int count = 0;
while(mask) {
count += (mask&1);
mask >>= 1;
}
return count;
}
#endif
#if 0
/*
** A typical implementation would not probably not run through the screen's
** visuals to find ones that match the visual configs supplied by the DDX
** Sample OpenGL as we do here; we have done this to make this code easy to
** drop into an existing X server.
*/
static int matchVisuals(__GLXvisualConfig *pGlxVisual, int numVisuals,
int screen)
{
int i, j;
__GLXvisualConfig *pvis = pGlxVisual;
ScreenPtr pScreen = screenInfo.screens[screen];
VisualPtr pVisual;
int numMatchingVisuals = 0;
int *used;
used = (int *)__glXMalloc(pScreen->numVisuals*sizeof(int));
__glXMemset(used, 0, pScreen->numVisuals*sizeof(int));
for (i=0; i < numVisuals; i++, pvis++) {
/*
** Look through all the server's visuals to see which match.
*/
pvis->vid = 0;
pVisual = pScreen->visuals;
for (j=0; j < pScreen->numVisuals; j++, pVisual++) {
if (pvis->class == pVisual->class &&
pvis->bufferSize == pVisual->nplanes &&
!used[j]) {
int rBits, gBits, bBits, aBits;
/* count bits per rgb */
rBits = CountBits(pVisual->redMask);
gBits = CountBits(pVisual->greenMask);
bBits = CountBits(pVisual->blueMask);
aBits = 0;
if ((pvis->redSize == rBits) &&
(pvis->greenSize == gBits) &&
(pvis->blueSize == bBits) &&
(pvis->alphaSize == aBits)) {
/*
** We'll consider this a match.
*/
pvis->vid = pVisual->vid;
pvis->redMask = pVisual->redMask;
pvis->greenMask = pVisual->greenMask;
pvis->blueMask = pVisual->blueMask;
pvis->alphaMask = 0;
numMatchingVisuals++;
used[j] = 1;
break;
}
}
}
}
__glXFree(used);
return numMatchingVisuals;
}
#endif
/*
** Destroy routine that gets called when a drawable is freed. A drawable
** contains the ancillary buffers needed for rendering.
*/
static Bool DrawableGone(__GLXdrawablePrivate *glxPriv, XID xid)
{
__GLXcontext *cx, *cx1;
/*
** Use glxPriv->type to figure out what kind of drawable this is. Don't
** use glxPriv->pDraw->type because by the time this routine is called,
** the pDraw might already have been freed.
*/
if (glxPriv->type == DRAWABLE_WINDOW) {
/*
** When a window is destroyed, notify all context bound to
** it, that there are no longer bound to anything.
*/
for (cx = glxPriv->drawGlxc; cx; cx = cx1) {
cx1 = cx->nextDrawPriv;
cx->pendingState |= __GLX_PENDING_DESTROY;
}
for (cx = glxPriv->readGlxc; cx; cx = cx1) {
cx1 = cx->nextReadPriv;
cx->pendingState |= __GLX_PENDING_DESTROY;
}
}
/*
** set the size to 0, so that context that may still be using this
** drawable not do anything harmful
*/
glxPriv->xorigin = 0;
glxPriv->yorigin = 0;
glxPriv->width = 0;
glxPriv->height = 0;
__glXUnrefDrawablePrivate(glxPriv);
return True;
}
/*
** This hook gets called when a window moves or changes size.
*/
static Bool PositionWindow(WindowPtr pWin, int x, int y)
{
ScreenPtr pScreen;
__GLXcontext *glxc;
__GLXdrawablePrivate *glxPriv;
Bool ret;
/*
** Call wrapped position window routine
*/
pScreen = pWin->drawable.pScreen;
pScreen->PositionWindow =
__glXActiveScreens[pScreen->myNum].WrappedPositionWindow;
ret = (*pScreen->PositionWindow)(pWin, x, y);
pScreen->PositionWindow = PositionWindow;
/*
** Tell all contexts rendering into this window that the window size
** has changed.
*/
glxPriv = (__GLXdrawablePrivate *) LookupIDByType(pWin->drawable.id,
__glXDrawableRes);
if (glxPriv == NULL) {
/*
** This window is not being used by the OpenGL.
*/
return ret;
}
/*
** resize the drawable
*/
/* first change the drawable size */
if (__glXResizeDrawableBuffers(glxPriv) == GL_FALSE) {
/* resize failed! */
/* XXX: what can we possibly do here? */
ret = False;
}
/* mark contexts as needing resize */
for (glxc = glxPriv->drawGlxc; glxc; glxc = glxc->nextDrawPriv) {
glxc->pendingState |= __GLX_PENDING_RESIZE;
}
for (glxc = glxPriv->readGlxc; glxc; glxc = glxc->nextReadPriv) {
glxc->pendingState |= __GLX_PENDING_RESIZE;
}
return ret;
}
/*
** Wrap our own PositionWindow routine around the server's, so we can
** be notified when a window changes size
*/
static void wrapPositionWindow(int screen)
{
ScreenPtr pScreen = screenInfo.screens[screen];
__glXActiveScreens[screen].WrappedPositionWindow = pScreen->PositionWindow;
pScreen->PositionWindow = PositionWindow;
}
void __glXScreenInit(GLint numscreens)
{
GLint i,j;
/*
** This alloc has to work or else the server might as well core dump.
*/
__glXActiveScreens =
(__GLXscreenInfo *) __glXMalloc(sizeof(__GLXscreenInfo) * numscreens);
for (i=0; i < numscreens; i++) {
/*
** Probe each static screen to see which exists.
*/
for (j=0; j < __glXNumStaticScreens; j++) {
if ((*__glXScreens[j]->screenProbe)(i)) {
__glXActiveScreens[i] = *__glXScreens[j];
#if 0
/* we don't use this since matchVisuals doesn't allow alpha */
__glXActiveScreens[i].numUsableVisuals =
matchVisuals(__glXActiveScreens[i].pGlxVisual,
__glXActiveScreens[i].numVisuals, i);
#else
__glXActiveScreens[i].numUsableVisuals = __glXActiveScreens[i].numVisuals;
#endif
__glXActiveScreens[i].GLextensions = __glXStrdup(GLServerExtensions);
__glXActiveScreens[i].GLXvendor = __glXStrdup(GLXServerVendorName);
__glXActiveScreens[i].GLXversion = __glXStrdup(GLXServerVersion);
__glXActiveScreens[i].GLXextensions = __glXStrdup(GLXServerExtensions);
#ifdef X11R5
__glXDrawableRes = CreateNewResourceType(DrawableGone);
#else
__glXDrawableRes = CreateNewResourceType((DeleteType)DrawableGone);
#endif
wrapPositionWindow(i);
}
}
}
__glXNumActiveScreens = numscreens;
}
void __glXScreenReset(void)
{
int i;
for (i = 0; i < __glXNumActiveScreens; i++) {
__glXFree(__glXActiveScreens[i].GLXvendor);
__glXFree(__glXActiveScreens[i].GLXversion);
__glXFree(__glXActiveScreens[i].GLXextensions);
__glXFree(__glXActiveScreens[i].GLextensions);
}
xfree(__glXActiveScreens);
__glXActiveScreens = NULL;
__glXNumActiveScreens = 0;
}
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