xserver-multidpi/hw/darwin/quartz/fullscreen/fullscreen.c
Eamon Walsh 4017d31902 devPrivates rework: since API is already broken, switch everything
over to new system.

Need to update documentation and address some remaining vestiges of
old system such as CursorRec structure, fb "offman" structure, and
FontRec privates.
2007-08-28 09:28:25 -04:00

552 lines
15 KiB
C

/*
* Screen routines for full screen Quartz mode
*
* Copyright (c) 2002-2003 Torrey T. Lyons. 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
* TORREY T. LYONS 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.
*/
#ifdef HAVE_XORG_CONFIG_H
#include <xorg-config.h>
#endif
#include "quartz/quartzCommon.h"
#include "darwin.h"
#include "quartz/quartz.h"
#include "quartz/quartzCursor.h"
#include "colormapst.h"
#include "scrnintstr.h"
#include "micmap.h"
#include "shadow.h"
// Full screen specific per screen storage structure
typedef struct {
CGDirectDisplayID displayID;
CFDictionaryRef xDisplayMode;
CFDictionaryRef aquaDisplayMode;
CGDirectPaletteRef xPalette;
CGDirectPaletteRef aquaPalette;
unsigned char *framebuffer;
unsigned char *shadowPtr;
} FSScreenRec, *FSScreenPtr;
#define FULLSCREEN_PRIV(pScreen) \
((FSScreenPtr)dixLookupPrivate(&(pScreen)->devPrivates, fsScreenKey))
static DevPrivateKey fsScreenKey = &fsScreenKey;
static CGDirectDisplayID *quartzDisplayList = NULL;
static int quartzNumScreens = 0;
static FSScreenPtr quartzScreens[MAXSCREENS];
static DevPrivateKey darwinCmapPrivateKey = &darwinCmapPrivateKey;
#define CMAP_PRIV(pCmap) ((CGDirectPaletteRef) \
dixLookupPrivate(&(pCmap)->devPrivates, darwinCmapPrivateKey))
/*
=============================================================================
Colormap handling
=============================================================================
*/
/*
* FSInitCmapPrivates
* Colormap privates may be allocated after the default colormap has
* already been created for some screens. This initialization procedure
* is called for each default colormap that is found.
*/
static Bool
FSInitCmapPrivates(
ColormapPtr pCmap)
{
return TRUE;
}
/*
* FSCreateColormap
* This is a callback from X after a new colormap is created.
* We allocate a new CoreGraphics pallete for each colormap.
*/
static Bool
FSCreateColormap(
ColormapPtr pCmap)
{
CGDirectPaletteRef pallete;
pallete = CGPaletteCreateDefaultColorPalette();
if (!pallete) return FALSE;
CMAP_PRIV(pCmap) = pallete;
return TRUE;
}
/*
* FSDestroyColormap
* This is called by DIX FreeColormap after it has uninstalled a colormap
* and notified all interested parties. We deallocated the corresponding
* CoreGraphics pallete.
*/
static void
FSDestroyColormap(
ColormapPtr pCmap)
{
CGPaletteRelease( CMAP_PRIV(pCmap) );
}
/*
* FSInstallColormap
* Set the current CoreGraphics pallete to the pallete corresponding
* to the provided colormap.
*/
static void
FSInstallColormap(
ColormapPtr pCmap)
{
CGDirectPaletteRef palette = CMAP_PRIV(pCmap);
ScreenPtr pScreen = pCmap->pScreen;
FSScreenPtr fsDisplayInfo = FULLSCREEN_PRIV(pScreen);
// Inform all interested parties that the map is being changed.
miInstallColormap(pCmap);
if (quartzServerVisible)
CGDisplaySetPalette(fsDisplayInfo->displayID, palette);
fsDisplayInfo->xPalette = palette;
}
/*
* FSStoreColors
* This is a callback from X to change the hardware colormap
* when using PsuedoColor in full screen mode.
*/
static void
FSStoreColors(
ColormapPtr pCmap,
int numEntries,
xColorItem *pdefs)
{
CGDirectPaletteRef palette = CMAP_PRIV(pCmap);
ScreenPtr pScreen = pCmap->pScreen;
FSScreenPtr fsDisplayInfo = FULLSCREEN_PRIV(pScreen);
CGDeviceColor color;
int i;
if (! palette)
return;
for (i = 0; i < numEntries; i++) {
color.red = pdefs[i].red / 65535.0;
color.green = pdefs[i].green / 65535.0;
color.blue = pdefs[i].blue / 65535.0;
CGPaletteSetColorAtIndex(palette, color, pdefs[i].pixel);
}
// Update hardware colormap
if (quartzServerVisible)
CGDisplaySetPalette(fsDisplayInfo->displayID, palette);
}
/*
=============================================================================
Switching between Aqua and X
=============================================================================
*/
/*
* FSCapture
* Capture the screen so we can draw. Called directly from the main thread
* to synchronize with hiding the menubar.
*/
static void FSCapture(void)
{
int i;
if (quartzRootless) return;
for (i = 0; i < quartzNumScreens; i++) {
FSScreenPtr fsDisplayInfo = quartzScreens[i];
CGDirectDisplayID cgID = fsDisplayInfo->displayID;
if (!CGDisplayIsCaptured(cgID)) {
CGDisplayCapture(cgID);
fsDisplayInfo->aquaDisplayMode = CGDisplayCurrentMode(cgID);
if (fsDisplayInfo->xDisplayMode != fsDisplayInfo->aquaDisplayMode)
CGDisplaySwitchToMode(cgID, fsDisplayInfo->xDisplayMode);
if (fsDisplayInfo->xPalette)
CGDisplaySetPalette(cgID, fsDisplayInfo->xPalette);
}
}
}
/*
* FSRelease
* Release the screen so others can draw.
*/
static void FSRelease(void)
{
int i;
if (quartzRootless) return;
for (i = 0; i < quartzNumScreens; i++) {
FSScreenPtr fsDisplayInfo = quartzScreens[i];
CGDirectDisplayID cgID = fsDisplayInfo->displayID;
if (CGDisplayIsCaptured(cgID)) {
if (fsDisplayInfo->xDisplayMode != fsDisplayInfo->aquaDisplayMode)
CGDisplaySwitchToMode(cgID, fsDisplayInfo->aquaDisplayMode);
if (fsDisplayInfo->aquaPalette)
CGDisplaySetPalette(cgID, fsDisplayInfo->aquaPalette);
CGDisplayRelease(cgID);
}
}
}
/*
* FSSuspendScreen
* Suspend X11 cursor and drawing to the screen.
*/
static void FSSuspendScreen(
ScreenPtr pScreen)
{
QuartzSuspendXCursor(pScreen);
xf86SetRootClip(pScreen, FALSE);
}
/*
* FSResumeScreen
* Resume X11 cursor and drawing to the screen.
*/
static void FSResumeScreen(
ScreenPtr pScreen,
int x, // cursor location
int y )
{
QuartzResumeXCursor(pScreen, x, y);
xf86SetRootClip(pScreen, TRUE);
}
/*
=============================================================================
Screen initialization
=============================================================================
*/
/*
* FSDisplayInit
* Full screen specific initialization called from InitOutput.
*/
static void FSDisplayInit(void)
{
CGDisplayCount quartzDisplayCount = 0;
ErrorF("Display mode: Full screen Quartz -- Direct Display\n");
// Find all the CoreGraphics displays
CGGetActiveDisplayList(0, NULL, &quartzDisplayCount);
quartzDisplayList = xalloc(quartzDisplayCount * sizeof(CGDirectDisplayID));
CGGetActiveDisplayList(quartzDisplayCount, quartzDisplayList,
&quartzDisplayCount);
darwinScreensFound = quartzDisplayCount;
atexit(FSRelease);
}
/*
* FSFindDisplayMode
* Find the appropriate display mode to use in full screen mode.
* If display mode is not the same as the current Aqua mode, switch
* to the new mode.
*/
static Bool FSFindDisplayMode(
FSScreenPtr fsDisplayInfo)
{
CGDirectDisplayID cgID = fsDisplayInfo->displayID;
size_t height, width, bpp;
boolean_t exactMatch;
fsDisplayInfo->aquaDisplayMode = CGDisplayCurrentMode(cgID);
// If no user options, use current display mode
if (darwinDesiredWidth == 0 && darwinDesiredDepth == -1 &&
darwinDesiredRefresh == -1)
{
fsDisplayInfo->xDisplayMode = fsDisplayInfo->aquaDisplayMode;
return TRUE;
}
// If the user has no choice for size, use current
if (darwinDesiredWidth == 0) {
width = CGDisplayPixelsWide(cgID);
height = CGDisplayPixelsHigh(cgID);
} else {
width = darwinDesiredWidth;
height = darwinDesiredHeight;
}
switch (darwinDesiredDepth) {
case 0:
bpp = 8;
break;
case 1:
bpp = 16;
break;
case 2:
bpp = 32;
break;
default:
bpp = CGDisplayBitsPerPixel(cgID);
}
if (darwinDesiredRefresh == -1) {
fsDisplayInfo->xDisplayMode =
CGDisplayBestModeForParameters(cgID, bpp, width, height,
&exactMatch);
} else {
fsDisplayInfo->xDisplayMode =
CGDisplayBestModeForParametersAndRefreshRate(cgID, bpp,
width, height, darwinDesiredRefresh, &exactMatch);
}
if (!exactMatch) {
fsDisplayInfo->xDisplayMode = fsDisplayInfo->aquaDisplayMode;
return FALSE;
}
// Switch to the new display mode
CGDisplaySwitchToMode(cgID, fsDisplayInfo->xDisplayMode);
return TRUE;
}
/*
* FSAddScreen
* Do initialization of each screen for Quartz in full screen mode.
*/
static Bool FSAddScreen(
int index,
ScreenPtr pScreen)
{
DarwinFramebufferPtr dfb = SCREEN_PRIV(pScreen);
QuartzScreenPtr displayInfo = QUARTZ_PRIV(pScreen);
CGDirectDisplayID cgID = quartzDisplayList[index];
CGRect bounds;
FSScreenPtr fsDisplayInfo;
// Allocate space for private per screen fullscreen specific storage.
fsDisplayInfo = xalloc(sizeof(FSScreenRec));
FULLSCREEN_PRIV(pScreen) = fsDisplayInfo;
displayInfo->displayCount = 1;
displayInfo->displayIDs = xrealloc(displayInfo->displayIDs,
1 * sizeof(CGDirectDisplayID));
displayInfo->displayIDs[0] = cgID;
fsDisplayInfo->displayID = cgID;
fsDisplayInfo->xDisplayMode = 0;
fsDisplayInfo->aquaDisplayMode = 0;
fsDisplayInfo->xPalette = 0;
fsDisplayInfo->aquaPalette = 0;
// Capture full screen because X doesn't like read-only framebuffer.
// We need to do this before we (potentially) switch the display mode.
CGDisplayCapture(cgID);
if (! FSFindDisplayMode(fsDisplayInfo)) {
ErrorF("Could not support specified display mode on screen %i.\n",
index);
xfree(fsDisplayInfo);
return FALSE;
}
// Don't need to flip y-coordinate as CoreGraphics treats (0, 0)
// as the top left of main screen.
bounds = CGDisplayBounds(cgID);
dfb->x = bounds.origin.x;
dfb->y = bounds.origin.y;
dfb->width = bounds.size.width;
dfb->height = bounds.size.height;
dfb->pitch = CGDisplayBytesPerRow(cgID);
dfb->bitsPerPixel = CGDisplayBitsPerPixel(cgID);
if (dfb->bitsPerPixel == 8) {
if (CGDisplayCanSetPalette(cgID)) {
dfb->colorType = PseudoColor;
} else {
dfb->colorType = StaticColor;
}
dfb->bitsPerComponent = 8;
dfb->colorBitsPerPixel = 8;
} else {
dfb->colorType = TrueColor;
dfb->bitsPerComponent = CGDisplayBitsPerSample(cgID);
dfb->colorBitsPerPixel = CGDisplaySamplesPerPixel(cgID) *
dfb->bitsPerComponent;
}
fsDisplayInfo->framebuffer = CGDisplayBaseAddress(cgID);
// allocate shadow framebuffer
fsDisplayInfo->shadowPtr = xalloc(dfb->pitch * dfb->height);
dfb->framebuffer = fsDisplayInfo->shadowPtr;
return TRUE;
}
/*
* FSShadowUpdate
* Update the damaged regions of the shadow framebuffer on the display.
*/
static void FSShadowUpdate(
ScreenPtr pScreen,
shadowBufPtr pBuf)
{
DarwinFramebufferPtr dfb = SCREEN_PRIV(pScreen);
FSScreenPtr fsDisplayInfo = FULLSCREEN_PRIV(pScreen);
RegionPtr damage = &pBuf->damage;
int numBox = REGION_NUM_RECTS(damage);
BoxPtr pBox = REGION_RECTS(damage);
int pitch = dfb->pitch;
int bpp = dfb->bitsPerPixel/8;
// Don't update if the X server is not visible
if (!quartzServerVisible)
return;
// Loop through all the damaged boxes
while (numBox--) {
int width, height, offset;
unsigned char *src, *dst;
width = (pBox->x2 - pBox->x1) * bpp;
height = pBox->y2 - pBox->y1;
offset = (pBox->y1 * pitch) + (pBox->x1 * bpp);
src = fsDisplayInfo->shadowPtr + offset;
dst = fsDisplayInfo->framebuffer + offset;
while (height--) {
memcpy(dst, src, width);
dst += pitch;
src += pitch;
}
// Get the next box
pBox++;
}
}
/*
* FSSetupScreen
* Finalize full screen specific setup of each screen.
*/
static Bool FSSetupScreen(
int index,
ScreenPtr pScreen)
{
DarwinFramebufferPtr dfb = SCREEN_PRIV(pScreen);
FSScreenPtr fsDisplayInfo = FULLSCREEN_PRIV(pScreen);
CGDirectDisplayID cgID = fsDisplayInfo->displayID;
// Initialize shadow framebuffer support
if (! shadowInit(pScreen, FSShadowUpdate, NULL)) {
ErrorF("Failed to initalize shadow framebuffer for screen %i.\n",
index);
return FALSE;
}
if (dfb->colorType == PseudoColor) {
// Initialize colormap handling
size_t aquaBpp;
// If Aqua is using 8 bits we need to keep track of its pallete.
CFNumberGetValue(CFDictionaryGetValue(fsDisplayInfo->aquaDisplayMode,
kCGDisplayBitsPerPixel), kCFNumberLongType, &aquaBpp);
if (aquaBpp <= 8)
fsDisplayInfo->aquaPalette = CGPaletteCreateWithDisplay(cgID);
pScreen->CreateColormap = FSCreateColormap;
pScreen->DestroyColormap = FSDestroyColormap;
pScreen->InstallColormap = FSInstallColormap;
pScreen->StoreColors = FSStoreColors;
}
quartzScreens[quartzNumScreens++] = fsDisplayInfo;
return TRUE;
}
/*
* Quartz display mode function list.
*/
static QuartzModeProcsRec fsModeProcs = {
FSDisplayInit,
FSAddScreen,
FSSetupScreen,
NULL, // Not needed
QuartzInitCursor,
QuartzReallySetCursor,
FSSuspendScreen,
FSResumeScreen,
FSCapture,
FSRelease,
NULL, // No dynamic screen change support
NULL,
NULL,
NULL, // No rootless code in fullscreen
NULL,
NULL,
NULL,
NULL, // No support for DRI surfaces
NULL
};
/*
* QuartzModeBundleInit
* Initialize the display mode bundle after loading.
*/
Bool
QuartzModeBundleInit(void)
{
quartzProcs = &fsModeProcs;
quartzOpenGLBundle = NULL; // Only Mesa support for now
return TRUE;
}