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GLX, there's more to the world than just you. If you fail to load the software renderer, don't bring the entire server down. The error path probably needs better testing on this one, but it seems mostly okay to me.
528 lines
15 KiB
C
528 lines
15 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 <dlfcn.h>
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#define _NEED_GL_CORE_IF
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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 "os.h"
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#define XMesaCreateVisual (*glcore->XMesaCreateVisual)
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#define XMesaDestroyVisual (*glcore->XMesaDestroyVisual)
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#define XMesaCreateWindowBuffer (*glcore->XMesaCreateWindowBuffer)
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#define XMesaCreatePixmapBuffer (*glcore->XMesaCreatePixmapBuffer)
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#define XMesaDestroyBuffer (*glcore->XMesaDestroyBuffer)
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#define XMesaSwapBuffers (*glcore->XMesaSwapBuffers)
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#define XMesaResizeBuffers (*glcore->XMesaResizeBuffers)
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#define XMesaCreateContext (*glcore->XMesaCreateContext)
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#define XMesaDestroyContext (*glcore->XMesaDestroyContext)
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#define XMesaCopyContext (*glcore->XMesaCopyContext)
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#define XMesaMakeCurrent2 (*glcore->XMesaMakeCurrent2)
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#define XMesaForceCurrent (*glcore->XMesaForceCurrent)
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#define XMesaLoseCurrent (*glcore->XMesaLoseCurrent)
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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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void *driver;
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const __GLcoreModule *glcore;
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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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__GLXMESAscreen *screen;
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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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const __GLcoreModule *glcore = glxPriv->screen->glcore;
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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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const __GLcoreModule *glcore = glxPriv->screen->glcore;
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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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const __GLcoreModule *glcore = glxPriv->screen->glcore;
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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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__GLXconfig *modes)
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{
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__GLXMESAscreen *mesaScreen = (__GLXMESAscreen *) screen;
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const __GLcoreModule *glcore = mesaScreen->glcore;
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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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glxPriv->screen = mesaScreen;
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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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__GLXMESAscreen *screen = (__GLXMESAscreen *) context->base.pGlxScreen;
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const __GLcoreModule *glcore = screen->glcore;
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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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__GLXMESAscreen *screen = (__GLXMESAscreen *) context->base.pGlxScreen;
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const __GLcoreModule *glcore = screen->glcore;
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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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__GLXMESAscreen *screen = (__GLXMESAscreen *) context->base.pGlxScreen;
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const __GLcoreModule *glcore = screen->glcore;
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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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__GLXMESAscreen *screen = (__GLXMESAscreen *) dst->base.pGlxScreen;
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const __GLcoreModule *glcore = screen->glcore;
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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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__GLXMESAscreen *screen = (__GLXMESAscreen *) context->base.pGlxScreen;
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const __GLcoreModule *glcore = screen->glcore;
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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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__GLXconfig *config,
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__GLXcontext *baseShareContext)
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{
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__GLXMESAscreen *mesaScreen = (__GLXMESAscreen *) screen;
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const __GLcoreModule *glcore = mesaScreen->glcore;
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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.config = config;
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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, config->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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config->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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const __GLcoreModule *glcore = mesaScreen->glcore;
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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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dlclose(mesaScreen->driver);
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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 __GLXconfig *config;
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unsigned i = 0;
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for (config = screen->fbconfigs; config != NULL; config = config->next) {
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if (config->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 const int glx_visual_types[] = {
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GLX_STATIC_GRAY,
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GLX_GRAY_SCALE,
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GLX_STATIC_COLOR,
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GLX_PSEUDO_COLOR,
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GLX_TRUE_COLOR,
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GLX_DIRECT_COLOR
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};
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static __GLXconfig *
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createFBConfigsForVisual(__GLXscreen *screen, ScreenPtr pScreen,
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VisualPtr visual, __GLXconfig *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->next = xcalloc(sizeof(*config), 1);
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config = config->next;
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config->visualRating = GLX_NONE;
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config->visualType = glx_visual_types[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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}
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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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__GLXconfig head, *tail;
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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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head.next = NULL;
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tail = &head;
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for (i = 0; i < pScreen->numVisuals; i++)
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tail = createFBConfigsForVisual(pGlxScreen, pScreen,
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&pScreen->visuals[i], tail);
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pGlxScreen->fbconfigs = head.next;
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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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const __GLcoreModule *glcore = pMesaScreen->glcore;
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__GLXconfig *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 const char dri_driver_path[] = DRI_DRIVER_PATH;
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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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char filename[128];
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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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snprintf(filename, sizeof filename, "%s/%s.so",
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dri_driver_path, "libGLcore");
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screen->driver = dlopen(filename, RTLD_LAZY | RTLD_LOCAL);
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if (screen->driver == NULL) {
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LogMessage(X_ERROR, "GLX error: dlopen of %s failed (%s)\n",
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filename, dlerror());
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goto handle_error;
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}
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screen->glcore = dlsym(screen->driver, __GL_CORE);
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if (screen->glcore == NULL) {
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LogMessage(X_ERROR, "GLX error: dlsym for %s failed (%s)\n",
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__GL_CORE, dlerror());
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goto handle_error;
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}
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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.swapInterval = NULL;
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screen->base.pScreen = pScreen;
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LogMessage(X_INFO, "GLX: Loaded and initialized %s\n", filename);
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return &screen->base;
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handle_error:
|
|
|
|
if (screen->driver)
|
|
dlclose(screen->driver);
|
|
|
|
xfree(screen);
|
|
|
|
ErrorF("GLX: could not load software renderer\n");
|
|
|
|
return NULL;
|
|
}
|
|
|
|
__GLXprovider __glXMesaProvider = {
|
|
__glXMesaScreenProbe,
|
|
"MESA",
|
|
NULL
|
|
};
|
|
|
|
__GLXprovider *
|
|
GlxGetMesaProvider (void)
|
|
{
|
|
return &__glXMesaProvider;
|
|
}
|