4113f040c5
* GL/glx/glxglcore.c: (_glXMesaScreenDestroy): delete the same amount of visuals that those which were created in createMesaVisuals().
439 lines
12 KiB
C
439 lines
12 KiB
C
/**************************************************************************
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Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
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All Rights Reserved.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sub license, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice (including the
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next paragraph) shall be included in all copies or substantial portions
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of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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IN NO EVENT SHALL PRECISION INSIGHT AND/OR ITS SUPPLIERS BE LIABLE FOR
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ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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/*
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* Authors:
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* Kevin E. Martin <kevin@precisioninsight.com>
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* Brian E. Paul <brian@precisioninsight.com>
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*
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*/
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#ifdef HAVE_DIX_CONFIG_H
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#include <dix-config.h>
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#endif
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#include <string.h>
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#include <GL/xmesa.h>
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#include <GL/internal/glcore.h>
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#include <glxserver.h>
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#include <glxscreens.h>
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#include <glxdrawable.h>
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#include <glxcontext.h>
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#include <glxutil.h>
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#include "glcontextmodes.h"
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#include "os.h"
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typedef struct __GLXMESAscreen __GLXMESAscreen;
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typedef struct __GLXMESAcontext __GLXMESAcontext;
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typedef struct __GLXMESAdrawable __GLXMESAdrawable;
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struct __GLXMESAscreen {
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__GLXscreen base;
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int index;
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int num_vis;
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XMesaVisual *xm_vis;
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};
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struct __GLXMESAcontext {
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__GLXcontext base;
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XMesaContext xmesa;
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};
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struct __GLXMESAdrawable {
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__GLXdrawable base;
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XMesaBuffer xm_buf;
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};
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static XMesaVisual find_mesa_visual(__GLXscreen *screen, XID fbconfigID);
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static void
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__glXMesaDrawableDestroy(__GLXdrawable *base)
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{
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__GLXMESAdrawable *glxPriv = (__GLXMESAdrawable *) base;
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if (glxPriv->xm_buf != NULL)
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XMesaDestroyBuffer(glxPriv->xm_buf);
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xfree(glxPriv);
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}
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static GLboolean
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__glXMesaDrawableResize(__GLXdrawable *base)
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{
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__GLXMESAdrawable *glxPriv = (__GLXMESAdrawable *) base;
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XMesaResizeBuffers(glxPriv->xm_buf);
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return GL_TRUE;
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}
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static GLboolean
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__glXMesaDrawableSwapBuffers(__GLXdrawable *base)
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{
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__GLXMESAdrawable *glxPriv = (__GLXMESAdrawable *) base;
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/* This is terrifying: XMesaSwapBuffers() ends up calling CopyArea
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* to do the buffer swap, but this assumes that the server holds
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* the lock and has its context visible. If another screen uses a
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* DRI driver, that will have installed the DRI enter/leave server
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* functions, which lifts the lock during GLX dispatch. This is
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* why we need to re-take the lock and swap in the server context
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* before calling XMesaSwapBuffers() here. /me shakes head. */
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__glXenterServer(GL_FALSE);
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XMesaSwapBuffers(glxPriv->xm_buf);
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__glXleaveServer(GL_FALSE);
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return GL_TRUE;
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}
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static __GLXdrawable *
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__glXMesaScreenCreateDrawable(__GLXscreen *screen,
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DrawablePtr pDraw, int type,
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XID drawId,
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__GLcontextModes *modes)
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{
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__GLXMESAdrawable *glxPriv;
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XMesaVisual xm_vis;
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glxPriv = xalloc(sizeof *glxPriv);
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if (glxPriv == NULL)
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return NULL;
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memset(glxPriv, 0, sizeof *glxPriv);
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if (!__glXDrawableInit(&glxPriv->base, screen,
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pDraw, type, drawId, modes)) {
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xfree(glxPriv);
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return NULL;
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}
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glxPriv->base.destroy = __glXMesaDrawableDestroy;
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glxPriv->base.resize = __glXMesaDrawableResize;
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glxPriv->base.swapBuffers = __glXMesaDrawableSwapBuffers;
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xm_vis = find_mesa_visual(screen, modes->fbconfigID);
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if (xm_vis == NULL) {
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ErrorF("find_mesa_visual returned NULL for visualID = 0x%04x\n",
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modes->visualID);
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xfree(glxPriv);
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return NULL;
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}
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if (glxPriv->base.type == DRAWABLE_WINDOW) {
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glxPriv->xm_buf = XMesaCreateWindowBuffer(xm_vis, (WindowPtr)pDraw);
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} else {
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glxPriv->xm_buf = XMesaCreatePixmapBuffer(xm_vis, (PixmapPtr)pDraw, 0);
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}
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if (glxPriv->xm_buf == NULL) {
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xfree(glxPriv);
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return NULL;
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}
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return &glxPriv->base;
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}
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static void
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__glXMesaContextDestroy(__GLXcontext *baseContext)
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{
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__GLXMESAcontext *context = (__GLXMESAcontext *) baseContext;
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XMesaDestroyContext(context->xmesa);
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__glXContextDestroy(&context->base);
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xfree(context);
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}
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static int
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__glXMesaContextMakeCurrent(__GLXcontext *baseContext)
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{
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__GLXMESAcontext *context = (__GLXMESAcontext *) baseContext;
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__GLXMESAdrawable *drawPriv = (__GLXMESAdrawable *) context->base.drawPriv;
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__GLXMESAdrawable *readPriv = (__GLXMESAdrawable *) context->base.readPriv;
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return XMesaMakeCurrent2(context->xmesa,
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drawPriv->xm_buf,
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readPriv->xm_buf);
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}
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static int
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__glXMesaContextLoseCurrent(__GLXcontext *baseContext)
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{
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__GLXMESAcontext *context = (__GLXMESAcontext *) baseContext;
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return XMesaLoseCurrent(context->xmesa);
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}
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static int
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__glXMesaContextCopy(__GLXcontext *baseDst,
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__GLXcontext *baseSrc,
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unsigned long mask)
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{
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__GLXMESAcontext *dst = (__GLXMESAcontext *) baseDst;
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__GLXMESAcontext *src = (__GLXMESAcontext *) baseSrc;
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return XMesaCopyContext(src->xmesa, dst->xmesa, mask);
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}
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static int
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__glXMesaContextForceCurrent(__GLXcontext *baseContext)
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{
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__GLXMESAcontext *context = (__GLXMESAcontext *) baseContext;
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/* GlxSetRenderTables() call for XGL moved in XMesaForceCurrent() */
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return XMesaForceCurrent(context->xmesa);
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}
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static __GLXcontext *
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__glXMesaScreenCreateContext(__GLXscreen *screen,
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__GLcontextModes *modes,
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__GLXcontext *baseShareContext)
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{
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__GLXMESAcontext *context;
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__GLXMESAcontext *shareContext = (__GLXMESAcontext *) baseShareContext;
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XMesaVisual xm_vis;
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XMesaContext xm_share;
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context = xalloc (sizeof (__GLXMESAcontext));
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if (context == NULL)
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return NULL;
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memset(context, 0, sizeof *context);
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context->base.pGlxScreen = screen;
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context->base.modes = modes;
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context->base.destroy = __glXMesaContextDestroy;
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context->base.makeCurrent = __glXMesaContextMakeCurrent;
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context->base.loseCurrent = __glXMesaContextLoseCurrent;
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context->base.copy = __glXMesaContextCopy;
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context->base.forceCurrent = __glXMesaContextForceCurrent;
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xm_vis = find_mesa_visual(screen, modes->fbconfigID);
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if (!xm_vis) {
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ErrorF("find_mesa_visual returned NULL for visualID = 0x%04x\n",
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modes->visualID);
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xfree(context);
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return NULL;
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}
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xm_share = shareContext ? shareContext->xmesa : NULL;
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context->xmesa = XMesaCreateContext(xm_vis, xm_share);
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if (!context->xmesa) {
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xfree(context);
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return NULL;
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}
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return &context->base;
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}
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static void
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__glXMesaScreenDestroy(__GLXscreen *screen)
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{
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__GLXMESAscreen *mesaScreen = (__GLXMESAscreen *) screen;
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int i;
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if (mesaScreen->xm_vis) {
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for (i = 0; i < mesaScreen->base.numFBConfigs; i++) {
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if (mesaScreen->xm_vis[i])
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XMesaDestroyVisual(mesaScreen->xm_vis[i]);
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}
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xfree(mesaScreen->xm_vis);
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}
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__glXScreenDestroy(screen);
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xfree(screen);
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}
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static XMesaVisual
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find_mesa_visual(__GLXscreen *screen, XID fbconfigID)
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{
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__GLXMESAscreen *mesaScreen = (__GLXMESAscreen *) screen;
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const __GLcontextModes *modes;
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unsigned i = 0;
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for (modes = screen->fbconfigs; modes != NULL; modes = modes->next) {
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if (modes->fbconfigID == fbconfigID)
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return mesaScreen->xm_vis[i];
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i++;
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}
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return NULL;
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}
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const static int numBack = 2;
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const static int numDepth = 2;
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const static int numStencil = 2;
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static __GLcontextModes *
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createFBConfigsForVisual(__GLXscreen *screen, ScreenPtr pScreen,
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VisualPtr visual, __GLcontextModes *config)
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{
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int back, depth, stencil;
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/* FIXME: Ok, I'm making all this up... anybody has a better idea? */
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for (back = numBack - 1; back >= 0; back--)
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for (depth = 0; depth < numDepth; depth++)
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for (stencil = 0; stencil < numStencil; stencil++) {
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config->visualType = _gl_convert_from_x_visual_type(visual->class);
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config->xRenderable = GL_TRUE;
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config->drawableType = GLX_WINDOW_BIT | GLX_PIXMAP_BIT;
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config->rgbMode = (visual->class >= TrueColor);
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config->colorIndexMode = !config->rgbMode;
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config->renderType =
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(config->rgbMode) ? GLX_RGBA_BIT : GLX_COLOR_INDEX_BIT;
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config->doubleBufferMode = back;
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config->haveDepthBuffer = depth;
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config->depthBits = depth ? visual->nplanes : 0;
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config->haveStencilBuffer = stencil;
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config->stencilBits = stencil ? visual->bitsPerRGBValue : 0;
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config->haveAccumBuffer = 0;
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config->redBits = Ones(visual->redMask);
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config->greenBits = Ones(visual->greenMask);
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config->blueBits = Ones(visual->blueMask);
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config->alphaBits = 0;
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config->redMask = visual->redMask;
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config->greenMask = visual->greenMask;
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config->blueMask = visual->blueMask;
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config->alphaMask = 0;
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config->rgbBits = config->rgbMode ? visual->nplanes : 0;
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config->indexBits = config->colorIndexMode ? visual->nplanes : 0;
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config = config->next;
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}
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return config;
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}
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static void
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createFBConfigs(__GLXscreen *pGlxScreen, ScreenPtr pScreen)
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{
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__GLcontextModes *configs;
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int i;
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/* We assume here that each existing visual correspond to a
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* different visual class. Note, this runs before COMPOSITE adds
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* its visual, so it's not entirely crazy. */
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pGlxScreen->numFBConfigs = pScreen->numVisuals * numBack * numDepth * numStencil;
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pGlxScreen->fbconfigs = _gl_context_modes_create(pGlxScreen->numFBConfigs,
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sizeof *configs);
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configs = pGlxScreen->fbconfigs;
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for (i = 0; i < pScreen->numVisuals; i++)
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configs = createFBConfigsForVisual(pGlxScreen, pScreen,
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&pScreen->visuals[i], configs);
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}
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static void
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createMesaVisuals(__GLXMESAscreen *pMesaScreen)
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{
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__GLcontextModes *config;
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ScreenPtr pScreen;
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VisualPtr visual = NULL;
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int i, j;
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i = 0;
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pScreen = pMesaScreen->base.pScreen;
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pMesaScreen->xm_vis =
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xcalloc(pMesaScreen->base.numFBConfigs, sizeof (XMesaVisual));
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for (config = pMesaScreen->base.fbconfigs; config != NULL; config = config->next) {
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for (j = 0; j < pScreen->numVisuals; j++)
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if (pScreen->visuals[j].vid == config->visualID) {
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visual = &pScreen->visuals[j];
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break;
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}
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pMesaScreen->xm_vis[i++] =
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XMesaCreateVisual(pScreen,
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visual,
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config->rgbMode,
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(config->alphaBits > 0),
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config->doubleBufferMode,
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config->stereoMode,
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GL_TRUE, /* ximage_flag */
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config->depthBits,
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config->stencilBits,
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config->accumRedBits,
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config->accumGreenBits,
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config->accumBlueBits,
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config->accumAlphaBits,
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config->samples,
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config->level,
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config->visualRating);
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}
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}
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static __GLXscreen *
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__glXMesaScreenProbe(ScreenPtr pScreen)
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{
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__GLXMESAscreen *screen;
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screen = xalloc(sizeof *screen);
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if (screen == NULL)
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return NULL;
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/*
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* Find the GLX visuals that are supported by this screen and create
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* XMesa's visuals.
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*/
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createFBConfigs(&screen->base, pScreen);
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__glXScreenInit(&screen->base, pScreen);
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/* Now that GLX has created the corresponding X visual, create the mesa visuals. */
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createMesaVisuals(screen);
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screen->base.destroy = __glXMesaScreenDestroy;
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screen->base.createContext = __glXMesaScreenCreateContext;
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screen->base.createDrawable = __glXMesaScreenCreateDrawable;
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screen->base.pScreen = pScreen;
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return &screen->base;
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}
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__GLXprovider __glXMesaProvider = {
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__glXMesaScreenProbe,
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"MESA",
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NULL
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};
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__GLXprovider *
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GlxGetMesaProvider (void)
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{
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return &__glXMesaProvider;
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}
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