xserver-multidpi/hw/xquartz/GL/visualConfigs.c

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/*
* Copyright (c) 2007, 2008 Apple Inc.
* Copyright (c) 2004 Torrey T. Lyons. All Rights Reserved.
* Copyright (c) 2002 Greg Parker. All Rights Reserved.
*
* Portions of this file are copied from Mesa's 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.
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include "dri.h"
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/CGLContext.h>
#include <GL/glxproto.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 <GL/internal/glcore.h>
#include "capabilities.h"
#include "visualConfigs.h"
#include "darwinfb.h"
/* Based originally on code from indirect.c which was based on code from i830_dri.c. */
__GLXconfig *
__glXAquaCreateVisualConfigs(int *numConfigsPtr, int screenNumber)
{
int numConfigs = 0;
__GLXconfig *visualConfigs, *c;
struct glCapabilities caps;
struct glCapabilitiesConfig *conf;
int stereo, depth, aux, buffers, stencil, accum, color, msample;
if (getGlCapabilities(&caps)) {
ErrorF("error from getGlCapabilities()!\n");
return NULL;
}
/*
conf->stereo is 0 or 1, but we need at least 1 iteration of the loop,
so we treat a true conf->stereo as 2.
The depth size is 0 or 24. Thus we do 2 iterations for that.
conf->aux_buffers (when available/non-zero) result in 2 iterations instead of 1.
conf->buffers indicates whether we have single or double buffering.
conf->total_stencil_bit_depths
conf->total_color_buffers indicates the RGB/RGBA color depths.
conf->total_accum_buffers iterations for accum (with at least 1 if equal to 0)
conf->total_depth_buffer_depths
conf->multisample_buffers iterations (with at least 1 if equal to 0). We add 1
for the 0 multisampling config.
*/
assert(NULL != caps.configurations);
numConfigs = 0;
for (conf = caps.configurations; conf; conf = conf->next) {
if (conf->total_color_buffers <= 0)
continue;
numConfigs += (conf->stereo ? 2 : 1)
* (conf->aux_buffers ? 2 : 1)
* conf->buffers
*
((conf->total_stencil_bit_depths >
0) ? conf->total_stencil_bit_depths : 1)
* conf->total_color_buffers *
((conf->total_accum_buffers > 0) ? conf->total_accum_buffers : 1)
* conf->total_depth_buffer_depths * (conf->multisample_buffers + 1);
}
if (numConfigsPtr)
*numConfigsPtr = numConfigs;
visualConfigs = calloc(sizeof(*visualConfigs), numConfigs);
if (NULL == visualConfigs) {
ErrorF("xcalloc failure when allocating visualConfigs\n");
freeGlCapabilities(&caps);
return NULL;
}
c = visualConfigs; /* current buffer */
for (conf = caps.configurations; conf; conf = conf->next) {
for (stereo = 0; stereo < (conf->stereo ? 2 : 1); ++stereo) {
for (aux = 0; aux < (conf->aux_buffers ? 2 : 1); ++aux) {
for (buffers = 0; buffers < conf->buffers; ++buffers) {
for (stencil = 0;
stencil <
((conf->total_stencil_bit_depths >
0) ? conf->total_stencil_bit_depths : 1);
++stencil) {
for (color = 0; color < conf->total_color_buffers;
++color) {
for (accum = 0;
accum <
((conf->total_accum_buffers >
0) ? conf->total_accum_buffers : 1);
++accum) {
for (depth = 0;
depth < conf->total_depth_buffer_depths;
++depth) {
for (msample = 0;
msample <
(conf->multisample_buffers + 1);
++msample) {
// Global
c->visualID = -1;
c->visualType = GLX_TRUE_COLOR;
c->next = c + 1;
c->screen = screenNumber;
c->level = 0;
c->indexBits = 0;
c->pixmapMode = 0; // TODO: What should this be?
if (conf->accelerated) {
c->visualRating = GLX_NONE;
}
else {
c->visualRating =
GLX_SLOW_VISUAL_EXT;
}
c->transparentPixel = GLX_NONE;
c->transparentRed = GLX_NONE;
c->transparentGreen = GLX_NONE;
c->transparentBlue = GLX_NONE;
c->transparentAlpha = GLX_NONE;
c->transparentIndex = GLX_NONE;
c->visualSelectGroup = 0;
c->swapMethod = GLX_SWAP_UNDEFINED_OML;
// Stereo
c->stereoMode = stereo ? TRUE : FALSE;
// Aux buffers
c->numAuxBuffers =
aux ? conf->aux_buffers : 0;
// Double Buffered
c->doubleBufferMode =
buffers ? TRUE : FALSE;
// Stencil Buffer
if (conf->total_stencil_bit_depths > 0) {
c->stencilBits =
conf->
stencil_bit_depths[stencil];
}
else {
c->stencilBits = 0;
}
// Color
if (GLCAPS_COLOR_BUF_INVALID_VALUE !=
conf->color_buffers[color].a) {
c->alphaBits =
conf->color_buffers[color].a;
}
else {
c->alphaBits = 0;
}
c->redBits =
conf->color_buffers[color].r;
c->greenBits =
conf->color_buffers[color].g;
c->blueBits =
conf->color_buffers[color].b;
c->rgbBits =
c->alphaBits + c->redBits +
c->greenBits + c->blueBits;
c->alphaMask =
AM_ARGB(c->alphaBits, c->redBits,
c->greenBits, c->blueBits);
c->redMask =
RM_ARGB(c->alphaBits, c->redBits,
c->greenBits, c->blueBits);
c->greenMask =
GM_ARGB(c->alphaBits, c->redBits,
c->greenBits, c->blueBits);
c->blueMask =
BM_ARGB(c->alphaBits, c->redBits,
c->greenBits, c->blueBits);
// Accumulation Buffers
if (conf->total_accum_buffers > 0) {
c->accumRedBits =
conf->accum_buffers[accum].r;
c->accumGreenBits =
conf->accum_buffers[accum].g;
c->accumBlueBits =
conf->accum_buffers[accum].b;
if (GLCAPS_COLOR_BUF_INVALID_VALUE
!=
conf->accum_buffers[accum].a) {
c->accumAlphaBits =
conf->accum_buffers[accum].
a;
}
else {
c->accumAlphaBits = 0;
}
}
else {
c->accumRedBits = 0;
c->accumGreenBits = 0;
c->accumBlueBits = 0;
c->accumAlphaBits = 0;
}
// Depth
c->depthBits =
conf->depth_buffers[depth];
// MultiSample
if (msample > 0) {
c->samples =
conf->multisample_samples;
c->sampleBuffers =
conf->multisample_buffers;
}
else {
c->samples = 0;
c->sampleBuffers = 0;
}
/*
* The Apple libGL supports GLXPixmaps and
* GLXPbuffers in direct mode.
*/
/* SGIX_fbconfig / GLX 1.3 */
c->drawableType =
GLX_WINDOW_BIT | GLX_PIXMAP_BIT |
GLX_PBUFFER_BIT;
c->renderType = GLX_RGBA_BIT;
c->xRenderable = GL_TRUE;
c->fbconfigID = -1;
/* SGIX_pbuffer / GLX 1.3 */
/*
* The CGL layer provides a way of retrieving
* the maximum pbuffer width/height, but only
* if we create a context and call glGetIntegerv.
*
* The following values are from a test program
* that does so.
*/
c->maxPbufferWidth = 8192;
c->maxPbufferHeight = 8192;
c->maxPbufferPixels =
/*Do we need this? */ 0;
/*
* There is no introspection for this sort of thing
* with CGL. What should we do realistically?
*/
c->optimalPbufferWidth = 0;
c->optimalPbufferHeight = 0;
/* EXT_texture_from_pixmap */
c->bindToTextureRgb = 0;
c->bindToTextureRgba = 0;
c->bindToMipmapTexture = 0;
c->bindToTextureTargets = 0;
c->yInverted = 0;
c = c->next;
}
}
}
}
}
}
}
}
}
(c - 1)->next = NULL;
if (c - visualConfigs != numConfigs) {
FatalError
("numConfigs calculation error in setVisualConfigs! numConfigs is %d i is %d\n",
numConfigs, (int) (c - visualConfigs));
}
freeGlCapabilities(&caps);
return visualConfigs;
}