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/*
* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
* Copyright (C) 1991-2000 Silicon Graphics, Inc. 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 including the dates of first publication and
* either this permission notice or a reference to
* http://oss.sgi.com/projects/FreeB/
* 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
* SILICON GRAPHICS, INC. 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 of Silicon Graphics, Inc.
* shall not be used in advertising or otherwise to promote the sale, use or
* other dealings in this Software without prior written authorization from
* Silicon Graphics, Inc.
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include <GL/glxtokens.h>
#include <string.h>
#include <windowstr.h>
#include <os.h>
#include <colormapst.h>
#include "privates.h"
#include "glxserver.h"
#include "glxutil.h"
#include "glxext.h"
#include "protocol-versions.h"
static DevPrivateKeyRec glxScreenPrivateKeyRec;
#define glxScreenPrivateKey (&glxScreenPrivateKeyRec)
const char GLServerVersion[] = "1.4";
static const char GLServerExtensions[] =
"GL_ARB_depth_texture "
"GL_ARB_draw_buffers "
"GL_ARB_fragment_program "
"GL_ARB_fragment_program_shadow "
"GL_ARB_imaging "
"GL_ARB_multisample "
"GL_ARB_multitexture "
"GL_ARB_occlusion_query "
"GL_ARB_point_parameters "
"GL_ARB_point_sprite "
"GL_ARB_shadow "
"GL_ARB_shadow_ambient "
"GL_ARB_texture_border_clamp "
"GL_ARB_texture_compression "
"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_texture_non_power_of_two "
"GL_ARB_transpose_matrix "
"GL_ARB_vertex_program "
"GL_ARB_window_pos "
"GL_EXT_abgr "
"GL_EXT_bgra "
"GL_EXT_blend_color "
"GL_EXT_blend_equation_separate "
"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_framebuffer_object "
"GL_EXT_multi_draw_arrays "
"GL_EXT_packed_pixels "
"GL_EXT_paletted_texture "
"GL_EXT_point_parameters "
"GL_EXT_polygon_offset "
"GL_EXT_rescale_normal "
"GL_EXT_secondary_color "
"GL_EXT_separate_specular_color "
"GL_EXT_shadow_funcs "
"GL_EXT_shared_texture_palette "
"GL_EXT_stencil_two_side "
"GL_EXT_stencil_wrap "
"GL_EXT_subtexture "
"GL_EXT_texture "
"GL_EXT_texture3D "
"GL_EXT_texture_compression_dxt1 "
"GL_EXT_texture_compression_s3tc "
"GL_EXT_texture_edge_clamp "
"GL_EXT_texture_env_add "
"GL_EXT_texture_env_combine "
"GL_EXT_texture_env_dot3 "
"GL_EXT_texture_filter_anisotropic "
"GL_EXT_texture_lod "
"GL_EXT_texture_lod_bias "
"GL_EXT_texture_mirror_clamp "
"GL_EXT_texture_object "
"GL_EXT_texture_rectangle "
"GL_EXT_vertex_array "
"GL_3DFX_texture_compression_FXT1 "
"GL_APPLE_packed_pixels "
"GL_ATI_draw_buffers "
"GL_ATI_texture_env_combine3 "
"GL_ATI_texture_mirror_once "
"GL_HP_occlusion_test "
"GL_IBM_texture_mirrored_repeat "
"GL_INGR_blend_func_separate "
"GL_MESA_pack_invert "
"GL_MESA_ycbcr_texture "
"GL_NV_blend_square "
"GL_NV_depth_clamp "
"GL_NV_fog_distance "
"GL_NV_fragment_program "
"GL_NV_fragment_program_option "
"GL_NV_fragment_program2 "
"GL_NV_light_max_exponent "
"GL_NV_multisample_filter_hint "
"GL_NV_point_sprite "
"GL_NV_texgen_reflection "
"GL_NV_texture_compression_vtc "
"GL_NV_texture_env_combine4 "
"GL_NV_texture_expand_normal "
"GL_NV_texture_rectangle "
"GL_NV_vertex_program "
"GL_NV_vertex_program1_1 "
"GL_NV_vertex_program2 "
"GL_NV_vertex_program2_option "
"GL_NV_vertex_program3 "
"GL_OES_compressed_paletted_texture "
"GL_SGI_color_matrix "
"GL_SGI_color_table "
"GL_SGIS_generate_mipmap "
"GL_SGIS_multisample "
"GL_SGIS_point_parameters "
"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 " "GL_SUN_slice_accum ";
/*
** We have made the simplifying assuption that the same extensions are
** supported across all screens in a multi-screen system.
*/
static char GLXServerVendorName[] = "SGI";
unsigned glxMajorVersion = SERVER_GLX_MAJOR_VERSION;
unsigned glxMinorVersion = SERVER_GLX_MINOR_VERSION;
static Bool
glxCloseScreen(int index, ScreenPtr pScreen)
{
__GLXscreen *pGlxScreen = glxGetScreen(pScreen);
pScreen->CloseScreen = pGlxScreen->CloseScreen;
pGlxScreen->destroy(pGlxScreen);
return pScreen->CloseScreen(index, pScreen);
}
__GLXscreen *
glxGetScreen(ScreenPtr pScreen)
{
return dixLookupPrivate(&pScreen->devPrivates, glxScreenPrivateKey);
}
_X_EXPORT void
GlxSetVisualConfigs(int nconfigs, void *configs, void **privates)
{
/* We keep this stub around for the DDX drivers that still
* call it. */
}
GLint
glxConvertToXVisualType(int visualType)
{
static const int x_visual_types[] = {
TrueColor, DirectColor,
PseudoColor, StaticColor,
GrayScale, StaticGray
};
return ((unsigned) (visualType - GLX_TRUE_COLOR) < 6)
? x_visual_types[visualType - GLX_TRUE_COLOR] : -1;
}
/* This code inspired by composite/compinit.c. We could move this to
* mi/ and share it with composite.*/
static VisualPtr
AddScreenVisuals(ScreenPtr pScreen, int count, int d)
{
int i;
DepthPtr depth;
depth = NULL;
for (i = 0; i < pScreen->numDepths; i++) {
if (pScreen->allowedDepths[i].depth == d) {
depth = &pScreen->allowedDepths[i];
break;
}
}
if (depth == NULL)
return NULL;
if (ResizeVisualArray(pScreen, count, depth) == FALSE)
return NULL;
/* Return a pointer to the first of the added visuals. */
return pScreen->visuals + pScreen->numVisuals - count;
}
static int
findFirstSet(unsigned int v)
{
int i;
for (i = 0; i < 32; i++)
if (v & (1 << i))
return i;
return -1;
}
static void
initGlxVisual(VisualPtr visual, __GLXconfig * config)
{
int maxBits;
maxBits = max(config->redBits, max(config->greenBits, config->blueBits));
config->visualID = visual->vid;
visual->class = glxConvertToXVisualType(config->visualType);
visual->bitsPerRGBValue = maxBits;
visual->ColormapEntries = 1 << maxBits;
visual->nplanes = config->redBits + config->greenBits + config->blueBits;
visual->redMask = config->redMask;
visual->greenMask = config->greenMask;
visual->blueMask = config->blueMask;
visual->offsetRed = findFirstSet(config->redMask);
visual->offsetGreen = findFirstSet(config->greenMask);
visual->offsetBlue = findFirstSet(config->blueMask);
}
static __GLXconfig *
pickFBConfig(__GLXscreen * pGlxScreen, VisualPtr visual)
{
__GLXconfig *best = NULL, *config;
int best_score = 0;
for (config = pGlxScreen->fbconfigs; config != NULL; config = config->next) {
int score = 0;
if (config->redMask != visual->redMask ||
config->greenMask != visual->greenMask ||
config->blueMask != visual->blueMask)
continue;
if (config->visualRating != GLX_NONE)
continue;
if (glxConvertToXVisualType(config->visualType) != visual->class)
continue;
/* If it's the 32-bit RGBA visual, demand a 32-bit fbconfig. */
if (visual->nplanes == 32 && config->rgbBits != 32)
continue;
/* Can't use the same FBconfig for multiple X visuals. I think. */
if (config->visualID != 0)
continue;
if (config->doubleBufferMode > 0)
score += 8;
if (config->depthBits > 0)
score += 4;
if (config->stencilBits > 0)
score += 2;
if (config->alphaBits > 0)
score++;
if (score > best_score) {
best = config;
best_score = score;
}
}
return best;
}
void
__glXScreenInit(__GLXscreen * pGlxScreen, ScreenPtr pScreen)
{
__GLXconfig *m;
__GLXconfig *config;
int i;
if (!dixRegisterPrivateKey(&glxScreenPrivateKeyRec, PRIVATE_SCREEN, 0))
return;
pGlxScreen->pScreen = pScreen;
pGlxScreen->GLextensions = strdup(GLServerExtensions);
pGlxScreen->GLXvendor = strdup(GLXServerVendorName);
pGlxScreen->GLXextensions = strdup("");
/* All GLX providers must support all of the functionality required for at
* least GLX 1.2. If the provider supports a higher version, the GLXminor
* version can be changed in the provider's screen-probe routine. For
* most providers, the screen-probe routine is the caller of this
* function.
*/
pGlxScreen->GLXmajor = 1;
pGlxScreen->GLXminor = 2;
pGlxScreen->CloseScreen = pScreen->CloseScreen;
pScreen->CloseScreen = glxCloseScreen;
i = 0;
for (m = pGlxScreen->fbconfigs; m != NULL; m = m->next) {
m->fbconfigID = FakeClientID(0);
m->visualID = 0;
i++;
}
pGlxScreen->numFBConfigs = i;
pGlxScreen->visuals =
calloc(pGlxScreen->numFBConfigs, sizeof(__GLXconfig *));
/* First, try to choose featureful FBconfigs for the existing X visuals.
* Note that if multiple X visuals end up with the same FBconfig being
* chosen, the later X visuals don't get GLX visuals (because we want to
* prioritize the root visual being GLX).
*/
for (i = 0; i < pScreen->numVisuals; i++) {
VisualPtr visual = &pScreen->visuals[i];
config = pickFBConfig(pGlxScreen, visual);
if (config) {
pGlxScreen->visuals[pGlxScreen->numVisuals++] = config;
config->visualID = visual->vid;
}
}
/* Then, add new visuals corresponding to all FBconfigs that didn't have
* an existing, appropriate visual.
*/
for (config = pGlxScreen->fbconfigs; config != NULL; config = config->next) {
int depth;
VisualPtr visual;
if (config->visualID != 0)
continue;
/* Only count RGB bits and not alpha, as we're not trying to create
* visuals for compositing (that's what the 32-bit composite visual
* set up above is for.
*/
depth = config->redBits + config->greenBits + config->blueBits;
/* Make sure that our FBconfig's depth can actually be displayed
* (corresponds to an existing visual).
*/
for (i = 0; i < pScreen->numVisuals; i++) {
if (depth == pScreen->visuals[i].nplanes)
break;
}
/* if it can't, fix up the fbconfig to not advertise window support */
if (i == pScreen->numVisuals)
config->drawableType &= ~(GLX_WINDOW_BIT);
/* fbconfig must support window drawables */
if (!(config->drawableType & GLX_WINDOW_BIT)) {
config->visualID = 0;
continue;
}
/* Create a new X visual for our FBconfig. */
visual = AddScreenVisuals(pScreen, 1, depth);
if (visual == NULL)
continue;
pGlxScreen->visuals[pGlxScreen->numVisuals++] = config;
initGlxVisual(visual, config);
}
dixSetPrivate(&pScreen->devPrivates, glxScreenPrivateKey, pGlxScreen);
}
void
__glXScreenDestroy(__GLXscreen * screen)
{
free(screen->GLXvendor);
free(screen->GLXextensions);
free(screen->GLextensions);
free(screen->visuals);
}
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