/* $XFree86: xc/programs/Xserver/GL/glx/glxbuf.c,v 1.7 2001/10/31 22:50:26 tsi Exp $ */ /* ** 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. ** */ #include "glxserver.h" #include "glxutil.h" #include "glxbuf.h" #include "glxfb.h" #include "glxmem.h" #include "glxpix.h" void __glXFBInitDrawable(__GLXdrawablePrivate *glxPriv, __GLcontextModes *modes) { __GLdrawablePrivate *glPriv; GLint rgbBits; GLint accumBits; glPriv = &glxPriv->glPriv; rgbBits = modes->rgbBits; accumBits = modes->accumRedBits + modes->accumGreenBits + modes->accumBlueBits + modes->accumAlphaBits; #if defined(__GL_ALIGNED_BUFFERS) /* initialize pixel alignments (for more details see context.h) */ glPriv->xAlignment = 1; glPriv->yAlignment = 1; #endif glxPriv->swapBuffers = __glXFBMemSwapBuffers; glPriv->yInverted = GL_TRUE; /* Y is upside-down */ if (modes->doubleBufferMode) { if (modes->colorIndexMode) { __glXInitFB(&glPriv->frontBuffer, glPriv, modes->indexBits); __glXInitMem(&glPriv->backBuffer, glPriv, modes->indexBits); } else { __glXInitFB(&glPriv->frontBuffer, glPriv, rgbBits); __glXInitMem(&glPriv->backBuffer, glPriv, rgbBits); } } else { if (modes->colorIndexMode) { __glXInitFB(&glPriv->frontBuffer, glPriv, modes->indexBits); } else { __glXInitFB(&glPriv->frontBuffer, glPriv, rgbBits); } } #if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0) if (modes->maxAuxBuffers > 0) { GLint i; for (i=0; i < modes->maxAuxBuffers; i++) { if (modes->colorIndexMode) { __glXInitMem(&glPriv->auxBuffer[i], glPriv, modes->indexBits); } else { __glXInitMem(&glPriv->auxBuffer[i], glPriv, rgbBits); } } } #endif if (modes->haveAccumBuffer) { __glXInitMem(&glPriv->accumBuffer, glPriv, accumBits); } if (modes->haveDepthBuffer) { __glXInitMem(&glPriv->depthBuffer, glPriv, modes->depthBits); } if (modes->haveStencilBuffer) { __glXInitMem(&glPriv->stencilBuffer, glPriv, modes->stencilBits); } } void __glXPixInitDrawable(__GLXdrawablePrivate *glxPriv, __GLcontextModes *modes) { __GLdrawablePrivate *glPriv; GLint rgbBits; GLint accumBits; assert(glxPriv->pGlxPixmap); glPriv = &glxPriv->glPriv; rgbBits = modes->rgbBits; accumBits = modes->accumRedBits + modes->accumGreenBits + modes->accumBlueBits + modes->accumAlphaBits; #if defined(__GL_ALIGNED_BUFFERS) /* initialize pixel alignments (for more details see context.h) */ glPriv->xAlignment = 1; glPriv->yAlignment = 1; #endif glxPriv->swapBuffers = (GLboolean (*)(__GLXdrawablePrivate *))__glXNop; glPriv->yInverted = GL_FALSE; if (modes->doubleBufferMode) { if (modes->colorIndexMode) { __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits, glxPriv->drawId, glxPriv->pGlxPixmap); __glXInitMem(&glPriv->backBuffer, glPriv, modes->indexBits); } else { __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits, glxPriv->drawId, glxPriv->pGlxPixmap); __glXInitMem(&glPriv->backBuffer, glPriv, rgbBits); } } else { if (modes->colorIndexMode) { __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits, glxPriv->drawId, glxPriv->pGlxPixmap); } else { __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits, glxPriv->drawId, glxPriv->pGlxPixmap); } } #if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0) if (modes->maxAuxBuffers > 0) { GLint i; for (i=0; i < modes->maxAuxBuffers; i++) { if (modes->colorIndexMode) { __glXInitMem(&glPriv->auxBuffer[i], glPriv, modes->indexBits); } else { __glXInitMem(&glPriv->auxBuffer[i], glPriv, rgbBits); } } } #endif if (modes->haveAccumBuffer) { __glXInitMem(&glPriv->accumBuffer, glPriv, accumBits); } if (modes->haveDepthBuffer) { __glXInitMem(&glPriv->depthBuffer, glPriv, modes->depthBits); } if (modes->haveStencilBuffer) { __glXInitMem(&glPriv->stencilBuffer, glPriv, modes->stencilBits); } } #define __GLX_SET_ACCEL_BUFFER_MASK(bm) \ if (status == GL_FALSE) return GL_FALSE; \ if (status == GL_TRUE) accelBufferMask |= bm; \ /* for __GL_BUFFER_FALLBACK don't do anything */ GLboolean __glXResizeBuffers(__GLdrawablePrivate *glPriv, GLint x, GLint y, GLuint width, GLuint height) { __GLcontextModes *modes; __GLdrawableRegion *glRegion; GLboolean status; GLuint accelBufferMask; modes = glPriv->modes; accelBufferMask = 0; status = (*glPriv->frontBuffer.resize)(&glPriv->frontBuffer, x, y, width, height, glPriv, __GL_FRONT_BUFFER_MASK); __GLX_SET_ACCEL_BUFFER_MASK(__GL_FRONT_BUFFER_MASK); if (modes->doubleBufferMode) { status = (*glPriv->backBuffer.resize)(&glPriv->backBuffer, x, y, width, height, glPriv, __GL_BACK_BUFFER_MASK); __GLX_SET_ACCEL_BUFFER_MASK(__GL_BACK_BUFFER_MASK); } #if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0) if (modes->maxAuxBuffers > 0) { GLint i; for (i=0; i < modes->maxAuxBuffers; i++) { status = (*glPriv->auxBuffers[i].resize)(&glPriv->auxBuffer[i], x, y, width, height, glPriv, __GL_AUX_BUFFER_MASK(i)); __GLX_SET_ACCEL_BUFFER_MASK(__GL_AUX_BUFFER_MASK(i)); } } #endif if (modes->haveAccumBuffer) { status = (*glPriv->accumBuffer.resize)(&glPriv->accumBuffer, x, y, width, height, glPriv, __GL_ACCUM_BUFFER_MASK); __GLX_SET_ACCEL_BUFFER_MASK(__GL_ACCUM_BUFFER_MASK); } if (modes->haveDepthBuffer) { status = (*glPriv->depthBuffer.resize)(&glPriv->depthBuffer, x, y, width, height, glPriv, __GL_DEPTH_BUFFER_MASK); __GLX_SET_ACCEL_BUFFER_MASK(__GL_DEPTH_BUFFER_MASK); } if (modes->haveStencilBuffer) { status = (*glPriv->stencilBuffer.resize)(&glPriv->stencilBuffer, x, y, width, height, glPriv, __GL_STENCIL_BUFFER_MASK); __GLX_SET_ACCEL_BUFFER_MASK(__GL_STENCIL_BUFFER_MASK); } glPriv->accelBufferMask = accelBufferMask; /* finally, update the ownership region */ glRegion = &glPriv->ownershipRegion; glRegion->numRects = 1; glRegion->rects[0].x0 = 0; glRegion->rects[0].y0 = 0; glRegion->rects[0].x1 = width; glRegion->rects[0].y1 = height; return GL_TRUE; } void __glXFreeBuffers(__GLXdrawablePrivate *glxPriv) { __GLdrawablePrivate *glPriv = &glxPriv->glPriv; #if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0) __GLcontextModes *modes = glPriv->modes; #endif if (glPriv->frontBuffer.free) { (*glPriv->frontBuffer.free)(&glPriv->frontBuffer, glPriv); } if (glPriv->backBuffer.free) { (*glPriv->backBuffer.free)(&glPriv->backBuffer, glPriv); } #if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0) if (modes->maxAuxBuffers > 0) { GLint i; for (i=0; i < modes->maxAuxBuffers; i++) { if (glPriv->auxBuffer[i].free) { (*glPriv->auxBuffer[i].free)(&glPriv->auxBuffer[i], glPriv); } } } #endif if (glPriv->accumBuffer.free) { (*glPriv->accumBuffer.free)(&glPriv->accumBuffer, glPriv); } if (glPriv->depthBuffer.free) { (*glPriv->depthBuffer.free)(&glPriv->depthBuffer, glPriv); } if (glPriv->stencilBuffer.free) { (*glPriv->stencilBuffer.free)(&glPriv->stencilBuffer, glPriv); } }