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+/*
+** 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 HAVE_DMX_CONFIG_H
+#include <dmx-config.h>
+#endif
+
+#include "dmx.h"
+#include "glxserver.h"
+#include "glxutil.h"
+#include "dmx_glxvisuals.h"
+
+static int numConfigs = 0;
+static __GLXvisualConfig *visualConfigs = NULL;
+static void **visualPrivates = NULL;
+
+int glxVisualsMatch( __GLXvisualConfig *v1, __GLXvisualConfig *v2 )
+{
+ if ( (v1->class == v2->class) &&
+ (v1->rgba == v2->rgba) &&
+ (v1->redSize == v2->redSize) &&
+ (v1->greenSize == v2->greenSize) &&
+ (v1->blueSize == v2->blueSize) &&
+ (v1->alphaSize == v2->alphaSize) &&
+ (v1->redMask == v2->redMask) &&
+ (v1->greenMask == v2->greenMask) &&
+ (v1->blueMask == v2->blueMask) &&
+ (v1->alphaMask == v2->alphaMask) &&
+ (v1->accumRedSize == v2->accumRedSize) &&
+ (v1->accumGreenSize == v2->accumGreenSize) &&
+ (v1->accumBlueSize == v2->accumBlueSize) &&
+ (v1->accumAlphaSize == v2->accumAlphaSize) &&
+ (v1->doubleBuffer == v2->doubleBuffer) &&
+ (v1->stereo == v2->stereo) &&
+ (v1->bufferSize == v2->bufferSize) &&
+ (v1->depthSize == v2->depthSize) &&
+ (v1->stencilSize == v2->stencilSize) &&
+ (v1->auxBuffers == v2->auxBuffers) &&
+ (v1->level == v2->level) &&
+ (v1->visualRating == v2->visualRating) &&
+ (v1->transparentPixel == v2->transparentPixel) &&
+ (v1->transparentRed == v2->transparentRed) &&
+ (v1->transparentGreen == v2->transparentGreen) &&
+ (v1->transparentBlue == v2->transparentBlue) &&
+ (v1->transparentAlpha == v2->transparentAlpha) &&
+ (v1->transparentIndex == v2->transparentIndex) &&
+ (v1->multiSampleSize == v2->multiSampleSize) &&
+ (v1->nMultiSampleBuffers == v2->nMultiSampleBuffers) &&
+ (v1->visualSelectGroup == v2->visualSelectGroup) ) {
+
+ return(1);
+
+ }
+
+ return(0);
+
+}
+
+VisualID glxMatchGLXVisualInConfigList( __GLXvisualConfig *pGlxVisual, __GLXvisualConfig *configs, int nconfigs )
+{
+ int i;
+
+ for (i=0; i<nconfigs; i++) {
+
+ if (glxVisualsMatch( pGlxVisual, &configs[i] )) {
+
+ return( configs[i].vid );
+
+ }
+ }
+
+ return(0);
+}
+
+VisualID glxMatchVisualInConfigList( ScreenPtr pScreen, VisualPtr pVisual, __GLXvisualConfig *configs, int nconfigs )
+{
+ __GLXscreenInfo *pGlxScreen;
+ __GLXvisualConfig *pGlxVisual;
+ int i;
+
+ /* check that the glx extension has been initialized */
+ if ( !__glXActiveScreens )
+ return(0);
+
+ pGlxScreen = &__glXActiveScreens[pScreen->myNum];
+ pGlxVisual = pGlxScreen->pGlxVisual;
+
+ /* find the glx visual info for pVisual */
+ for (i = 0; i < pGlxScreen->numVisuals; i++, pGlxVisual++) {
+ if (pGlxVisual->vid == pVisual->vid) {
+ break;
+ }
+ }
+ if (i == pGlxScreen->numVisuals) {
+ /*
+ * the visual is not supported by glx
+ */
+ return(0);
+ }
+
+ return( glxMatchGLXVisualInConfigList(pGlxVisual, configs, nconfigs) );
+}
+
+VisualPtr glxMatchVisual( ScreenPtr pScreen, VisualPtr pVisual, ScreenPtr pMatchScreen )
+{
+ __GLXscreenInfo *pGlxScreen2;
+ int j;
+ VisualID vid;
+
+ /* check that the glx extension has been initialized */
+ if ( !__glXActiveScreens )
+ return NULL;
+
+ pGlxScreen2 = &__glXActiveScreens[pMatchScreen->myNum];
+
+ vid = glxMatchVisualInConfigList( pScreen, pVisual,
+ pGlxScreen2->pGlxVisual,
+ pGlxScreen2->numVisuals );
+ if (vid) {
+ /*
+ * find the X visual of the matching glx visual
+ */
+ for (j=0; j<pMatchScreen->numVisuals; j++) {
+ if (vid == pMatchScreen->visuals[j].vid) {
+ return( &pMatchScreen->visuals[j] );
+ }
+ }
+ }
+
+ return(0);
+}
+
+void glxSetVisualConfigs(int nconfigs, __GLXvisualConfig *configs,
+ void **privates)
+{
+ numConfigs = nconfigs;
+ visualConfigs = configs;
+ visualPrivates = privates;
+}
+
+static int count_bits(unsigned int n)
+{
+ int bits = 0;
+
+ while (n > 0) {
+ if (n & 1) bits++;
+ n >>= 1;
+ }
+ return bits;
+}
+
+static VisualID FindClosestVisual( VisualPtr pVisual, int rootDepth,
+ DepthPtr pdepth, int ndepths,
+ VisualPtr pNewVisual, int numNewVisuals)
+{
+ int d, v;
+ VisualPtr vis;
+
+ /*
+ * find the first visual with the same or deeper depth
+ * of the same class.
+ */
+ for (d=0; d<ndepths; d++) {
+ if (pdepth[d].depth >= rootDepth) {
+ for (v=0; v<pdepth[d].numVids; v++) {
+
+ /* find the new visual structure */
+ vis = pNewVisual;
+ while( pdepth[d].vids[v] != vis->vid ) vis++;
+
+ if (vis->class == pVisual->class) {
+ return( pdepth[d].vids[v] );
+ }
+ }
+ }
+ }
+
+ /*
+ * did not find any.
+ * try to look for the same class only.
+ */
+ for (d=0; d<ndepths; d++) {
+ for (v=0; v<pdepth[d].numVids; v++) {
+
+ /* find the new visual structure */
+ vis = pNewVisual;
+ while( pdepth[d].vids[v] != vis->vid ) vis++;
+
+ if (vis->class == pVisual->class) {
+ return( pdepth[d].vids[v] );
+ }
+ }
+ }
+
+ /*
+ * if not found - just take the first visual
+ */
+ return( pdepth[0].vids[0] );
+}
+
+Bool glxInitVisuals(int *nvisualp, VisualPtr *visualp,
+ VisualID *defaultVisp,
+ int ndepth, DepthPtr pdepth,
+ int rootDepth)
+{
+ int numRGBconfigs;
+ int numCIconfigs;
+ int numVisuals = *nvisualp;
+ int numNewVisuals;
+ int numNewConfigs;
+ VisualPtr pVisual = *visualp;
+ VisualPtr pVisualNew = NULL;
+ VisualID *orig_vid = NULL;
+ __GLXvisualConfig *glXVisualPtr = NULL;
+ __GLXvisualConfig *pNewVisualConfigs = NULL;
+ void **glXVisualPriv;
+ dmxGlxVisualPrivate **pNewVisualPriv;
+ int found_default;
+ int i, j, k;
+ int numGLXvis = 0;
+ GLint *isGLXvis;
+
+ if (numConfigs > 0)
+ numNewConfigs = numConfigs;
+ else
+ return False;
+
+ MAXSCREENSALLOC(__glXActiveScreens);
+ if (!__glXActiveScreens)
+ return False;
+
+ /* Alloc space for the list of new GLX visuals */
+ pNewVisualConfigs = (__GLXvisualConfig *)
+ __glXMalloc(numNewConfigs * sizeof(__GLXvisualConfig));
+ if (!pNewVisualConfigs) {
+ return FALSE;
+ }
+
+ /* Alloc space for the list of new GLX visual privates */
+ pNewVisualPriv = (dmxGlxVisualPrivate **) __glXMalloc(numNewConfigs * sizeof(dmxGlxVisualPrivate *));
+ if (!pNewVisualPriv) {
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* copy driver's visual config info */
+ for (i = 0; i < numConfigs; i++) {
+ pNewVisualConfigs[i] = visualConfigs[i];
+ pNewVisualPriv[i] = (dmxGlxVisualPrivate *)visualPrivates[i];
+ }
+
+#if 1
+ /* FIXME: This is a hack to workaround a hang in xtest caused by a
+ * mismatch between what the front end (i.e., DMX) server calculates
+ * for the visual configs and what the back-end servers have.
+ */
+ {
+ int numTCRGBconfigs = 0;
+ int numDCRGBconfigs = 0;
+
+ numRGBconfigs = 0;
+ numCIconfigs = 0;
+
+ for (i = 0; i < numNewConfigs; i++) {
+ if (pNewVisualConfigs[i].rgba) {
+ if (pNewVisualConfigs[i].class == TrueColor)
+ numTCRGBconfigs++;
+ else
+ numDCRGBconfigs++;
+ numRGBconfigs++;
+ } else
+ numCIconfigs++;
+ }
+
+ /* Count the total number of visuals to compute */
+ numNewVisuals = 0;
+ for (i = 0; i < numVisuals; i++) {
+ numNewVisuals +=
+ (pVisual[i].class == TrueColor) ? numTCRGBconfigs :
+ (pVisual[i].class == DirectColor) ? numDCRGBconfigs :
+ numCIconfigs;
+ }
+ }
+#else
+ /* Count the number of RGB and CI visual configs */
+ numRGBconfigs = 0;
+ numCIconfigs = 0;
+ for (i = 0; i < numNewConfigs; i++) {
+ if (pNewVisualConfigs[i].rgba)
+ numRGBconfigs++;
+ else
+ numCIconfigs++;
+ }
+
+ /* Count the total number of visuals to compute */
+ numNewVisuals = 0;
+ for (i = 0; i < numVisuals; i++) {
+ numNewVisuals +=
+ (pVisual[i].class == TrueColor || pVisual[i].class == DirectColor)
+ ? numRGBconfigs : numCIconfigs;
+ }
+#endif
+
+ /* Reset variables for use with the next screen/driver's visual configs */
+ visualConfigs = NULL;
+ numConfigs = 0;
+
+ /* Alloc temp space for the list of orig VisualIDs for each new visual */
+ orig_vid = (VisualID *)__glXMalloc(numNewVisuals * sizeof(VisualID));
+ if (!orig_vid) {
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Alloc space for the list of glXVisuals */
+ glXVisualPtr = (__GLXvisualConfig *)__glXMalloc(numNewVisuals *
+ sizeof(__GLXvisualConfig));
+ if (!glXVisualPtr) {
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Alloc space for the list of glXVisualPrivates */
+ glXVisualPriv = (void **)__glXMalloc(numNewVisuals * sizeof(void *));
+ if (!glXVisualPriv) {
+ __glXFree(glXVisualPtr);
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ /* Alloc space for the new list of the X server's visuals */
+ pVisualNew = (VisualPtr)__glXMalloc(numNewVisuals * sizeof(VisualRec));
+ if (!pVisualNew) {
+ __glXFree(glXVisualPriv);
+ __glXFree(glXVisualPtr);
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ return FALSE;
+ }
+
+ isGLXvis = (GLint *) __glXMalloc(numNewVisuals * sizeof(GLint));
+ if (!isGLXvis) {
+ __glXFree(glXVisualPriv);
+ __glXFree(glXVisualPtr);
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+ __glXFree(pVisualNew);
+ return FALSE;
+ }
+
+ /* Initialize the new visuals */
+ found_default = FALSE;
+ for (i = j = 0; i < numVisuals; i++) {
+
+ for (k = 0; k < numNewConfigs; k++) {
+
+ int new_depth;
+ int depth;
+ int d,v;
+
+ /* find the depth of the new visual config */
+ new_depth = pNewVisualPriv[k]->x_visual_depth;
+
+ /* find the depth of the original visual */
+ depth = 0;
+ d = 0;
+ while( (depth==0) && (d < ndepth) ) {
+ v = 0;
+ while( (depth==0) && (v < pdepth[d].numVids) ) {
+ if (pdepth[d].vids[v] == pVisual[i].vid) {
+ depth = pdepth[d].depth;
+ }
+ v++;
+ }
+ d++;
+ }
+
+ /* check that the visual has the same class and depth
+ * as the new config
+ */
+ if ( pVisual[i].class != pNewVisualPriv[k]->x_visual_class ||
+ (depth != new_depth) )
+ continue;
+
+ /* Initialize the new visual */
+ pVisualNew[j] = pVisual[i];
+ pVisualNew[j].vid = FakeClientID(0);
+
+ /* Check for the default visual */
+ if (!found_default && pVisual[i].vid == *defaultVisp) {
+ *defaultVisp = pVisualNew[j].vid;
+ found_default = TRUE;
+ }
+
+ /* Save the old VisualID */
+ orig_vid[j] = pVisual[i].vid;
+
+ /* Initialize the glXVisual */
+ glXVisualPtr[j] = pNewVisualConfigs[k];
+ glXVisualPtr[j].vid = pVisualNew[j].vid;
+
+ /*
+ * If the class is -1, then assume the X visual information
+ * is identical to what GLX needs, and take them from the X
+ * visual. NOTE: if class != -1, then all other fields MUST
+ * be initialized.
+ */
+ if (glXVisualPtr[j].class == -1) {
+ glXVisualPtr[j].class = pVisual[i].class;
+ glXVisualPtr[j].redSize = count_bits(pVisual[i].redMask);
+ glXVisualPtr[j].greenSize = count_bits(pVisual[i].greenMask);
+ glXVisualPtr[j].blueSize = count_bits(pVisual[i].blueMask);
+ glXVisualPtr[j].alphaSize = glXVisualPtr[j].alphaSize;
+ glXVisualPtr[j].redMask = pVisual[i].redMask;
+ glXVisualPtr[j].greenMask = pVisual[i].greenMask;
+ glXVisualPtr[j].blueMask = pVisual[i].blueMask;
+ glXVisualPtr[j].alphaMask = glXVisualPtr[j].alphaMask;
+ glXVisualPtr[j].bufferSize = rootDepth;
+ }
+
+ /* Save the device-dependent private for this visual */
+ glXVisualPriv[j] = pNewVisualPriv[k];
+
+ isGLXvis[j] = glxMatchGLXVisualInConfigList( &glXVisualPtr[j],
+ dmxScreens[screenInfo.numScreens-1].glxVisuals,
+ dmxScreens[screenInfo.numScreens-1].numGlxVisuals );
+ if (isGLXvis[j]) numGLXvis++;
+
+ j++;
+ }
+ }
+
+ assert(j <= numNewVisuals);
+ numNewVisuals = j; /* correct number of new visuals */
+
+ /* Save the GLX visuals in the screen structure */
+ __glXActiveScreens[screenInfo.numScreens-1].numVisuals = numNewVisuals;
+ __glXActiveScreens[screenInfo.numScreens-1].numGLXVisuals = numGLXvis;
+ __glXActiveScreens[screenInfo.numScreens-1].isGLXvis = isGLXvis;
+ __glXActiveScreens[screenInfo.numScreens-1].pGlxVisual = glXVisualPtr;
+
+
+ /* Set up depth's VisualIDs */
+ for (i = 0; i < ndepth; i++) {
+ int numVids = 0;
+ VisualID *pVids = NULL;
+ int k, n = 0;
+
+ /* Count the new number of VisualIDs at this depth */
+ for (j = 0; j < pdepth[i].numVids; j++)
+ for (k = 0; k < numNewVisuals; k++)
+ if (pdepth[i].vids[j] == orig_vid[k])
+ numVids++;
+
+ /* Allocate a new list of VisualIDs for this depth */
+ pVids = (VisualID *)__glXMalloc(numVids * sizeof(VisualID));
+
+ /* Initialize the new list of VisualIDs for this depth */
+ for (j = 0; j < pdepth[i].numVids; j++)
+ for (k = 0; k < numNewVisuals; k++)
+ if (pdepth[i].vids[j] == orig_vid[k])
+ pVids[n++] = pVisualNew[k].vid;
+
+ /* Update this depth's list of VisualIDs */
+ __glXFree(pdepth[i].vids);
+ pdepth[i].vids = pVids;
+ pdepth[i].numVids = numVids;
+ }
+
+ /*
+ * if the default visual was rejected - need to choose new
+ * default visual !
+ */
+ if ( !found_default ) {
+
+ for (i=0; i<numVisuals; i++)
+ if (pVisual[i].vid == *defaultVisp)
+ break;
+
+ if (i < numVisuals) {
+ *defaultVisp = FindClosestVisual( &pVisual[i], rootDepth, pdepth, ndepth, pVisualNew, numNewVisuals );
+ }
+ }
+
+ /* Update the X server's visuals */
+ *nvisualp = numNewVisuals;
+ *visualp = pVisualNew;
+
+ /* Free the old list of the X server's visuals */
+ __glXFree(pVisual);
+
+ /* Clean up temporary allocations */
+ __glXFree(orig_vid);
+ __glXFree(pNewVisualPriv);
+ __glXFree(pNewVisualConfigs);
+
+ /* Free the private list created by DDX HW driver */
+ if (visualPrivates)
+ xfree(visualPrivates);
+ visualPrivates = NULL;
+
+ return TRUE;
+}