311 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			311 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C
		
	
	
	
| /*
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|  * (C) Copyright IBM Corporation 2005
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|  * All Rights Reserved.
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|  * 
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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 "Software"),
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|  * to deal in the Software without restriction, including without limitation
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|  * the rights to use, copy, modify, merge, publish, distribute, sub license,
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|  * and/or sell copies of the Software, and to permit persons to whom the
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|  * Software is furnished to do so, subject to the following conditions:
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|  * 
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|  * The above copyright notice and this permission notice (including the next
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|  * paragraph) shall be included in all copies or substantial portions of the
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|  * Software.
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|  * 
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|  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
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|  * IBM,
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|  * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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|  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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|  * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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|  * SOFTWARE.
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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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| 
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| #include <string.h>
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| 
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| #include <X11/Xmd.h>
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| #include <GL/gl.h>
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| #include <GL/glxproto.h>
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| #include <inttypes.h>
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| #include "indirect_size.h"
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| #include "indirect_size_get.h"
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| #include "indirect_dispatch.h"
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| #include "glxserver.h"
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| #include "glxbyteorder.h"
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| #include "singlesize.h"
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| #include "glapitable.h"
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| #include "glapi.h"
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| #include "glthread.h"
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| #include "dispatch.h"
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| #include "glxext.h"
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| #include "indirect_table.h"
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| #include "indirect_util.h"
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| 
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| 
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| #define __GLX_PAD(a) (((a)+3)&~3)
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| 
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| extern xGLXSingleReply __glXReply;
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| 
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| 
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| GLint
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| __glGetBooleanv_variable_size( GLenum e )
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| {
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|     if ( e == GL_COMPRESSED_TEXTURE_FORMATS ) {
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| 	GLint temp;
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| 
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| 	CALL_GetIntegerv( GET_DISPATCH(),
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| 			  (GL_NUM_COMPRESSED_TEXTURE_FORMATS, & temp) );
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| 	return temp;
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|     }
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|     else {
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| 	return 0;
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|     }
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| }
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| 
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| 
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| /**
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|  * Get a properly aligned buffer to hold reply data.
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|  *
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|  * \warning
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|  * This function assumes that \c local_buffer is already properly aligned.
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|  * It also assumes that \c alignment is a power of two.
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|  */
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| void *
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| __glXGetAnswerBuffer( __GLXclientState * cl, size_t required_size,
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|     void * local_buffer, size_t local_size, unsigned alignment )
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| {
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|     void * buffer = local_buffer;
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|     const unsigned mask = alignment - 1;
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| 
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|     if ( local_size < required_size ) {
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|         const size_t worst_case_size = required_size + alignment;
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|         intptr_t  temp_buf;
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| 
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|         if ( cl->returnBufSize < worst_case_size ) {
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| 	    void * temp = xrealloc( cl->returnBuf, worst_case_size );
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| 	    
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| 	    if ( temp == NULL ) {
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| 	        return NULL;
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| 	    }
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| 	    
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| 	    cl->returnBuf = temp;
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| 	    cl->returnBufSize = worst_case_size;
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| 	}
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| 	
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| 	temp_buf = (intptr_t) cl->returnBuf;
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| 	temp_buf = (temp_buf + mask) & ~mask;
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| 	buffer = (void *) temp_buf;
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|     }
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| 
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|     return buffer;
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| }
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| 
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| 
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| /**
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|  * Send a GLX reply to the client.
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|  *
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|  * Technically speaking, there are several different ways to encode a GLX
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|  * reply.  The primary difference is whether or not certain fields (e.g.,
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|  * retval, size, and "pad3") are set.  This function gets around that by
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|  * always setting all of the fields to "reasonable" values.  This does no
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|  * harm to clients, but it does make the server-side code much more compact.
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|  */
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| void
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| __glXSendReply( ClientPtr client, const void * data, size_t elements,
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|     size_t element_size, GLboolean always_array, CARD32 retval )
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| {
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|     size_t reply_ints = 0;
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| 
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|     if ( __glXErrorOccured() ) {
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|         elements = 0;
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|     }
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|     else if ( (elements > 1) || always_array ) {
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|         reply_ints = ((elements * element_size) + 3) >> 2;
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|     }
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| 
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|     __glXReply.length =         reply_ints;
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|     __glXReply.type =           X_Reply;
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|     __glXReply.sequenceNumber = client->sequence;
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|     __glXReply.size =           elements;
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|     __glXReply.retval =         retval;
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| 
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| 
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|     /* It is faster on almost always every architecture to just copy the 8
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|      * bytes, even when not necessary, than check to see of the value of
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|      * elements requires it.  Copying the data when not needed will do no
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|      * harm.
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|      */
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| 
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|     (void) memcpy( & __glXReply.pad3, data, 8 );
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|     WriteToClient( client, sz_xGLXSingleReply, (char *) & __glXReply );
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| 
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|     if ( reply_ints != 0 ) {
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|         WriteToClient( client, reply_ints * 4, (char *) data );
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|     }
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| }
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| 
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| 
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| /**
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|  * Send a GLX reply to the client.
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|  *
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|  * Technically speaking, there are several different ways to encode a GLX
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|  * reply.  The primary difference is whether or not certain fields (e.g.,
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|  * retval, size, and "pad3") are set.  This function gets around that by
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|  * always setting all of the fields to "reasonable" values.  This does no
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|  * harm to clients, but it does make the server-side code much more compact.
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|  *
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|  * \warning
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|  * This function assumes that values stored in \c data will be byte-swapped
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|  * by the caller if necessary.
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|  */
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| void
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| __glXSendReplySwap( ClientPtr client, const void * data, size_t elements,
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|     size_t element_size, GLboolean always_array, CARD32 retval )
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| {
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|     size_t reply_ints = 0;
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| 
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|     if ( __glXErrorOccured() ) {
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|         elements = 0;
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|     }
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|     else if ( (elements > 1) || always_array ) {
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|         reply_ints = ((elements * element_size) + 3) >> 2;
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|     }
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| 
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|     __glXReply.length =         bswap_32( reply_ints );
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|     __glXReply.type =           X_Reply;
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|     __glXReply.sequenceNumber = bswap_16( client->sequence );
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|     __glXReply.size =           bswap_32( elements );
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|     __glXReply.retval =         bswap_32( retval );
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| 
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| 
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|     /* It is faster on almost always every architecture to just copy the 8
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|      * bytes, even when not necessary, than check to see of the value of
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|      * elements requires it.  Copying the data when not needed will do no
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|      * harm.
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|      */
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| 
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|     (void) memcpy( & __glXReply.pad3, data, 8 );
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|     WriteToClient( client, sz_xGLXSingleReply, (char *) & __glXReply );
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| 
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|     if ( reply_ints != 0 ) {
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|         WriteToClient( client, reply_ints * 4, (char *) data );
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|     }
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| }
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| 
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| 
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| static int
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| get_decode_index(const struct __glXDispatchInfo *dispatch_info,
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| 		 unsigned opcode)
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| {
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|     int remaining_bits;
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|     int next_remain;
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|     const int_fast16_t * const tree = dispatch_info->dispatch_tree;
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|     int_fast16_t index;
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| 
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| 
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|     remaining_bits = dispatch_info->bits;
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|     if (opcode >= (1U << remaining_bits)) {
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| 	return -1;
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|     }
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|     
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|     index = 0;
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|     for (/* empty */; remaining_bits > 0; remaining_bits = next_remain) {
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| 	unsigned mask;
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| 	unsigned child_index;
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| 
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| 
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| 	/* Calculate the slice of bits used by this node.
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| 	 * 
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| 	 * If remaining_bits = 8 and tree[index] = 3, the mask of just the
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| 	 * remaining bits is 0x00ff and the mask for the remaining bits after
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| 	 * this node is 0x001f.  By taking 0x00ff & ~0x001f, we get 0x00e0.
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| 	 * This masks the 3 bits that we would want for this node.
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| 	 */
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| 
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| 	next_remain = remaining_bits - tree[index];
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| 	mask = ((1 << remaining_bits) - 1) &
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| 	  ~((1 << next_remain) - 1);
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| 
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| 
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| 	/* Using the mask, calculate the index of the opcode in the node.
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| 	 * With that index, fetch the index of the next node.
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| 	 */
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| 
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| 	child_index = (opcode & mask) >> next_remain;
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| 	index = tree[index + 1 + child_index];
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| 
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| 
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| 	/* If the next node is an empty leaf, the opcode is for a non-existant
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| 	 * function.  We're done.
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| 	 *
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| 	 * If the next node is a non-empty leaf, look up the function pointer
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| 	 * and return it.
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| 	 */
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| 
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| 	if (index == EMPTY_LEAF) {
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| 	    return -1;
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| 	}
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| 	else if (IS_LEAF_INDEX(index)) {
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| 	    unsigned func_index;
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| 
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| 
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| 	    /* The value stored in the tree for a leaf node is the base of
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| 	     * the function pointers for that leaf node.  The offset for the
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| 	     * function for a particular opcode is the remaining bits in the
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| 	     * opcode.
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| 	     */
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| 
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| 	    func_index = -index;
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| 	    func_index += opcode & ((1 << next_remain) - 1);
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| 	    return func_index;
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| 	}
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|     }
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| 
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|     /* We should *never* get here!!!
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|      */
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|     return -1;
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| }
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| 
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| 
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| void *
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| __glXGetProtocolDecodeFunction(const struct __glXDispatchInfo *dispatch_info,
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| 			       int opcode, int swapped_version)
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| {
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|     const int func_index = get_decode_index(dispatch_info, opcode);
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| 
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|     return (func_index < 0) 
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| 	? NULL 
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| 	: (void *) dispatch_info->dispatch_functions[func_index][swapped_version];
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| }
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| 
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| 
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| int
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| __glXGetProtocolSizeData(const struct __glXDispatchInfo *dispatch_info,
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| 			 int opcode, __GLXrenderSizeData *data)
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| {
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|     if (dispatch_info->size_table != NULL) {
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| 	const int func_index = get_decode_index(dispatch_info, opcode);
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| 
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| 	if ((func_index >= 0) 
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| 	    && (dispatch_info->size_table[func_index][0] != 0)) {
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| 	    const int var_offset = 
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| 		dispatch_info->size_table[func_index][1];
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| 
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| 	    data->bytes = dispatch_info->size_table[func_index][0];
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| 	    data->varsize = (var_offset != ~0)
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| 		? dispatch_info->size_func_table[var_offset]
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| 		: NULL;
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| 
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| 	    return 0;
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| 	}
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|     }
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| 
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|     return -1;
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| }
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