/* * Copyright 2006-2012 Haiku, Inc. All Rights Reserved. * Distributed under the terms of the MIT License. * * Authors: * Philippe Houdoin * Alexander von Gluck IV */ #include #include #include #include #include #include #include #include #include "GLDispatcher.h" #include "GLRendererRoster.h" #include #include extern "C" status_t _kern_get_safemode_option(const char* parameter, char* buffer, size_t* _bufferSize); GLRendererRoster::GLRendererRoster(BGLView* view, ulong options) : fNextID(0), fView(view), fOptions(options), fSafeMode(false), fABISubDirectory(NULL) { char parameter[32]; size_t parameterLength = sizeof(parameter); if (_kern_get_safemode_option(B_SAFEMODE_SAFE_MODE, parameter, ¶meterLength) == B_OK) { if (!strcasecmp(parameter, "enabled") || !strcasecmp(parameter, "on") || !strcasecmp(parameter, "true") || !strcasecmp(parameter, "yes") || !strcasecmp(parameter, "enable") || !strcmp(parameter, "1")) fSafeMode = true; } if (_kern_get_safemode_option(B_SAFEMODE_DISABLE_USER_ADD_ONS, parameter, ¶meterLength) == B_OK) { if (!strcasecmp(parameter, "enabled") || !strcasecmp(parameter, "on") || !strcasecmp(parameter, "true") || !strcasecmp(parameter, "yes") || !strcasecmp(parameter, "enable") || !strcmp(parameter, "1")) fSafeMode = true; } // We might run in compatibility mode on a system with a different ABI. The // renderers matching our ABI can usually be found in respective // subdirectories of the opengl add-ons directories. system_info info; if (get_system_info(&info) == B_OK && (info.abi & B_HAIKU_ABI_MAJOR) != (B_HAIKU_ABI & B_HAIKU_ABI_MAJOR)) { switch (B_HAIKU_ABI & B_HAIKU_ABI_MAJOR) { case B_HAIKU_ABI_GCC_2: fABISubDirectory = "gcc2"; break; case B_HAIKU_ABI_GCC_4: fABISubDirectory = "gcc4"; break; } } AddDefaultPaths(); } GLRendererRoster::~GLRendererRoster() { } BGLRenderer* GLRendererRoster::GetRenderer(int32 id) { RendererMap::const_iterator iterator = fRenderers.find(id); if (iterator == fRenderers.end()) return NULL; struct renderer_item item = iterator->second; return item.renderer; } void GLRendererRoster::AddDefaultPaths() { // add user directories first, so that they can override system renderers const directory_which paths[] = { B_USER_NONPACKAGED_ADDONS_DIRECTORY, B_USER_ADDONS_DIRECTORY, B_SYSTEM_ADDONS_DIRECTORY, }; for (uint32 i = fSafeMode ? 4 : 0; i < sizeof(paths) / sizeof(paths[0]); i++) { BPath path; status_t status = find_directory(paths[i], &path, true); if (status == B_OK && path.Append("opengl") == B_OK) AddPath(path.Path()); } } status_t GLRendererRoster::AddPath(const char* path) { BDirectory directory(path); status_t status = directory.InitCheck(); if (status < B_OK) return status; // if a subdirectory for our ABI exists, use that instead if (fABISubDirectory != NULL) { BEntry entry(&directory, fABISubDirectory); if (entry.IsDirectory()) { status = directory.SetTo(&entry); if (status != B_OK) return status; } } node_ref nodeRef; status = directory.GetNodeRef(&nodeRef); if (status < B_OK) return status; int32 count = 0; int32 files = 0; entry_ref ref; BEntry entry; while (directory.GetNextRef(&ref) == B_OK) { entry.SetTo(&ref, true); if (entry.InitCheck() == B_OK && !entry.IsFile()) continue; if (CreateRenderer(ref) == B_OK) count++; files++; } if (files != 0 && count == 0) return B_BAD_VALUE; return B_OK; } status_t GLRendererRoster::AddRenderer(BGLRenderer* renderer, image_id image, const entry_ref* ref, ino_t node) { renderer_item item; item.renderer = renderer; item.image = image; item.node = node; if (ref != NULL) item.ref = *ref; try { fRenderers[fNextID] = item; } catch (...) { return B_NO_MEMORY; } renderer->fOwningRoster = this; renderer->fID = fNextID++; return B_OK; } status_t GLRendererRoster::CreateRenderer(const entry_ref& ref) { BEntry entry(&ref, true); node_ref nodeRef; status_t status = entry.GetNodeRef(&nodeRef); if (status < B_OK) return status; BPath path(&ref); image_id image = load_add_on(path.Path()); if (image < B_OK) return image; BGLRenderer* (*instantiate_renderer) (BGLView* view, ulong options, BGLDispatcher* dispatcher); status = get_image_symbol(image, "instantiate_gl_renderer", B_SYMBOL_TYPE_TEXT, (void**)&instantiate_renderer); if (status == B_OK) { BGLRenderer* renderer = instantiate_renderer(fView, fOptions, new BGLDispatcher()); if (!renderer) { unload_add_on(image); return B_UNSUPPORTED; } if (AddRenderer(renderer, image, &ref, nodeRef.node) != B_OK) { renderer->Release(); // this will delete the renderer unload_add_on(image); } return B_OK; } unload_add_on(image); return status; }