Leaked source code of windows server 2003
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/*
** Copyright 1991-1993, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
#include "precomp.h"
#pragma hdrstop
#include <imfuncs.h>
#include "glsbmsg.h"
#include "glsbmsgh.h"
#include "srvsize.h"
/********************************************************************/
VOID * FASTCALL
sbs_glRenderMode( __GLcontext *gc, IN GLMSG_RENDERMODE *pMsg)
{
GLint Result;
/*
* Make the call
*
* When exiting Selection mode, RenderMode returns the number of hit
* records or -1 if an overflow occured.
*
* When exiting Feedback mode, RenderMode returns the number of values
* placed in the feedback buffer or -1 if an overflow occured.
*/
Result =
__glim_RenderMode
( pMsg->mode );
GLTEB_RETURNVALUE() = (ULONG)Result;
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glFeedbackBuffer( __GLcontext *gc, IN GLMSG_FEEDBACKBUFFER *pMsg )
{
__GLGENcontext *gengc;
GLint PreviousError;
GLfloat *Buffer;
GLuint SizeInBytes;
gengc = (__GLGENcontext *)gc;
/*
* Save the current error code so that we can determine
* if the call was successful.
*/
PreviousError = gc->error;
gc->error = GL_NO_ERROR; /* clear the error code */
/*
* Figure out the size of the buffer in bytes
*/
SizeInBytes = pMsg->size * sizeof(GLfloat);
/*
* Allocate the server side buffer
* Use GenMalloc() because it may be used indefinitely.
*/
if ( NULL == (Buffer = (GLfloat *) pMsg->bufferOff) )
{
__glSetError(GL_OUT_OF_MEMORY);
DBGERROR("GenMalloc failed\n");
}
else
{
/*
* Make the call
*/
__glim_FeedbackBuffer(
pMsg->size, pMsg->type, Buffer );
/*
* If the call was successful, save the parameters
*/
if ( GL_NO_ERROR == gc->error )
{
gc->error = PreviousError; /* Restore the error code */
gengc->RenderState.SrvFeedbackBuffer = Buffer;
gengc->RenderState.CltFeedbackBuffer = (GLfloat *)pMsg->bufferOff;
gengc->RenderState.FeedbackBufferSize = SizeInBytes;
gengc->RenderState.FeedbackType = pMsg->type;
}
}
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glSelectBuffer( __GLcontext *gc, IN GLMSG_SELECTBUFFER *pMsg)
{
__GLGENcontext *gengc;
GLint PreviousError;
GLuint *Buffer;
GLuint SizeInBytes;
gengc = (__GLGENcontext *)gc;
/*
* Save the current error code so that we can determine
* if the call was successful.
*/
PreviousError = gc->error;
gc->error = GL_NO_ERROR; /* clear the error code */
/*
* Figure out the size of the buffer in bytes
*/
SizeInBytes = pMsg->size * sizeof(GLuint);
/*
* Allocate the server side buffer
* Use GenMalloc() because it may be used indefinitely.
*/
if ( NULL == (Buffer = (GLuint *) pMsg->bufferOff) )
{
__glSetError(GL_OUT_OF_MEMORY);
DBGERROR("GenMalloc failed\n");
}
else
{
/*
* Make the call
*/
__glim_SelectBuffer
(pMsg->size, Buffer );
/*
* If the call was successful, save the parameters
*/
if ( GL_NO_ERROR == gc->error )
{
gc->error = PreviousError; /* Restore the error code */
gengc->RenderState.SrvSelectBuffer = Buffer;
gengc->RenderState.CltSelectBuffer = (GLuint *)pMsg->bufferOff;
gengc->RenderState.SelectBufferSize = SizeInBytes;
}
}
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
/******************* Pixel Functions ********************************/
VOID * FASTCALL
sbs_glReadPixels ( __GLcontext *gc, IN GLMSG_READPIXELS *pMsg )
{
VOID *Data;
VOID *NextOffset;
#ifdef _MCD_
if (((__GLGENcontext *)gc)->pMcdState)
{
// This function potentially touches the framebuffer memory. Since,
// this function is not going to first pass through the MCD driver
// (which would give the MCD driver the oportunity to sync to the HW),
// we need to do this synchronization explicitly.
GenMcdSynchronize((__GLGENcontext *)gc);
}
#endif
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->pixelsOff;
__glim_ReadPixels
( pMsg->x,
pMsg->y,
pMsg->width,
pMsg->height,
pMsg->format,
pMsg->type,
Data );
return( NextOffset );
}
VOID * FASTCALL
sbs_glGetPolygonStipple ( __GLcontext *gc, IN GLMSG_GETPOLYGONSTIPPLE *pMsg )
{
VOID *Data;
VOID *NextOffset;
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->maskOff;
__glim_GetPolygonStipple
( Data );
return( NextOffset );
}
/*
* XXXX From Ptar:
*
* This code is very similar to __glCheckReadPixelArgs() in
* pixel/px_api.c, and could possibly replace it.
*/
VOID * FASTCALL
sbs_glGetTexImage ( __GLcontext *gc, IN GLMSG_GETTEXIMAGE *pMsg )
{
VOID *Data;
VOID *NextOffset;
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->pixelsOff;
__glim_GetTexImage
( pMsg->target,
pMsg->level,
pMsg->format,
pMsg->type,
Data );
return( NextOffset );
}
VOID * FASTCALL
sbs_glDrawPixels ( __GLcontext *gc, IN GLMSG_DRAWPIXELS *pMsg )
{
VOID *Data;
VOID *NextOffset;
#ifdef _MCD_
if (((__GLGENcontext *)gc)->pMcdState)
{
// This function potentially touches the framebuffer memory. Since,
// this function is not going to first pass through the MCD driver
// (which would give the MCD driver the oportunity to sync to the HW),
// we need to do this synchronization explicitly.
GenMcdSynchronize((__GLGENcontext *)gc);
}
#endif
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->pixelsOff;
__glim_DrawPixels
( pMsg->width,
pMsg->height,
pMsg->format,
pMsg->type,
#ifdef NT
Data,
pMsg->_IsDlist);
#else
Data );
#endif
return( NextOffset );
}
VOID * FASTCALL
sbs_glPolygonStipple ( __GLcontext *gc, IN GLMSG_POLYGONSTIPPLE *pMsg )
{
VOID *Data;
VOID *NextOffset;
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->maskOff;
__glim_PolygonStipple
#ifdef NT
( Data, pMsg->_IsDlist );
#else
( Data );
#endif
return( NextOffset );
}
/*
* XXXX from Ptar:
*
* The whole bitmap is copied, the server (not the client)
* could be modified so that only the data starting at
* xorig and yorig is copied, then width and height probably
* need to be modified.
* Note that __glBitmap_size() will also need to be modified
*
*/
VOID * FASTCALL
sbs_glBitmap ( __GLcontext *gc, IN GLMSG_BITMAP *pMsg )
{
VOID *Data;
VOID *NextOffset;
#ifdef _MCD_
if (((__GLGENcontext *)gc)->pMcdState)
{
// This function potentially touches the framebuffer memory. Since,
// this function is not going to first pass through the MCD driver
// (which would give the MCD driver the oportunity to sync to the HW),
// we need to do this synchronization explicitly.
GenMcdSynchronize((__GLGENcontext *)gc);
}
#endif
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->bitmapOff;
__glim_Bitmap
(
pMsg->width ,
pMsg->height,
pMsg->xorig ,
pMsg->yorig ,
pMsg->xmove ,
pMsg->ymove ,
#ifdef NT
Data ,
pMsg->_IsDlist
#else
Data
#endif
);
return( NextOffset );
}
VOID * FASTCALL
sbs_glTexImage1D ( __GLcontext *gc, IN GLMSG_TEXIMAGE1D *pMsg )
{
VOID *Data;
VOID *NextOffset;
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->pixelsOff;
__glim_TexImage1D
(
pMsg->target ,
pMsg->level ,
pMsg->components ,
pMsg->width ,
pMsg->border ,
pMsg->format ,
pMsg->type ,
#ifdef NT
Data ,
pMsg->_IsDlist
#else
Data
#endif
);
return( NextOffset );
}
VOID * FASTCALL
sbs_glTexImage2D ( __GLcontext *gc, IN GLMSG_TEXIMAGE2D *pMsg )
{
VOID *Data;
VOID *NextOffset;
NextOffset = (VOID *) ( ((BYTE *)pMsg) + GLMSG_ALIGN(sizeof(*pMsg)) );
Data = (VOID *) pMsg->pixelsOff;
__glim_TexImage2D
(
pMsg->target ,
pMsg->level ,
pMsg->components ,
pMsg->width ,
pMsg->height ,
pMsg->border ,
pMsg->format ,
pMsg->type ,
#ifdef NT
Data ,
pMsg->_IsDlist
#else
Data
#endif
);
return( NextOffset );
}
VOID * FASTCALL
sbs_glAreTexturesResident( __GLcontext *gc, IN GLMSG_ARETEXTURESRESIDENT *pMsg)
{
GLboolean retval;
retval = __glim_AreTexturesResident
( pMsg->n, pMsg->textures, pMsg->residences );
GLTEB_RETURNVALUE() = (ULONG)retval;
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glBindTexture( __GLcontext *gc, IN GLMSG_BINDTEXTURE *pMsg)
{
__glim_BindTexture
( pMsg->target, pMsg->texture );
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glCopyTexImage1D( __GLcontext *gc, IN GLMSG_COPYTEXIMAGE1D *pMsg)
{
__glim_CopyTexImage1D
( pMsg->target, pMsg->level, pMsg->internalformat, pMsg->x,
pMsg->y, pMsg->width, pMsg->border);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glCopyTexImage2D( __GLcontext *gc, IN GLMSG_COPYTEXIMAGE2D *pMsg)
{
__glim_CopyTexImage2D
( pMsg->target, pMsg->level, pMsg->internalformat, pMsg->x,
pMsg->y, pMsg->width, pMsg->height, pMsg->border);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glCopyTexSubImage1D( __GLcontext *gc, IN GLMSG_COPYTEXSUBIMAGE1D *pMsg)
{
__glim_CopyTexSubImage1D
( pMsg->target, pMsg->level, pMsg->xoffset, pMsg->x,
pMsg->y, pMsg->width);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glCopyTexSubImage2D( __GLcontext *gc, IN GLMSG_COPYTEXSUBIMAGE2D *pMsg)
{
__glim_CopyTexSubImage2D
( pMsg->target, pMsg->level, pMsg->xoffset, pMsg->yoffset, pMsg->x,
pMsg->y, pMsg->width, pMsg->height);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glDeleteTextures( __GLcontext *gc, IN GLMSG_DELETETEXTURES *pMsg)
{
__glim_DeleteTextures
( pMsg->n, pMsg->textures );
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glGenTextures( __GLcontext *gc, IN GLMSG_GENTEXTURES *pMsg)
{
__glim_GenTextures
( pMsg->n, pMsg->textures );
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glIsTexture( __GLcontext *gc, IN GLMSG_ISTEXTURE *pMsg)
{
GLboolean retval;
retval = __glim_IsTexture
( pMsg->texture );
GLTEB_RETURNVALUE() = (ULONG)retval;
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glPrioritizeTextures( __GLcontext *gc, IN GLMSG_PRIORITIZETEXTURES *pMsg)
{
__glim_PrioritizeTextures
( pMsg->n, pMsg->textures, pMsg->priorities );
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glTexSubImage1D( __GLcontext *gc, IN GLMSG_TEXSUBIMAGE1D *pMsg)
{
__glim_TexSubImage1D
(pMsg->target, pMsg->level, pMsg->xoffset, pMsg->width,
pMsg->format, pMsg->type,
#ifdef NT
(const GLvoid *)pMsg->pixelsOff, pMsg->_IsDlist);
#else
(const GLvoid *)pMsg->pixelsOff);
#endif
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glTexSubImage2D( __GLcontext *gc, IN GLMSG_TEXSUBIMAGE2D *pMsg)
{
__glim_TexSubImage2D
(pMsg->target, pMsg->level, pMsg->xoffset, pMsg->yoffset, pMsg->width,
pMsg->height, pMsg->format, pMsg->type,
#ifdef NT
(const GLvoid *)pMsg->pixelsOff, pMsg->_IsDlist);
#else
(const GLvoid *)pMsg->pixelsOff);
#endif
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glColorTableEXT( __GLcontext *gc, IN GLMSG_COLORTABLEEXT *pMsg)
{
__glim_ColorTableEXT
(pMsg->target, pMsg->internalFormat, pMsg->width, pMsg->format, pMsg->type,
pMsg->data, pMsg->_IsDlist);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glColorSubTableEXT( __GLcontext *gc, IN GLMSG_COLORSUBTABLEEXT *pMsg)
{
__glim_ColorSubTableEXT
(pMsg->target, pMsg->start, pMsg->count, pMsg->format, pMsg->type,
pMsg->data, pMsg->_IsDlist);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glGetColorTableEXT( __GLcontext *gc, IN GLMSG_GETCOLORTABLEEXT *pMsg)
{
__glim_GetColorTableEXT
(pMsg->target, pMsg->format, pMsg->type, pMsg->data);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glGetColorTableParameterivEXT( __GLcontext *gc, IN GLMSG_GETCOLORTABLEPARAMETERIVEXT *pMsg)
{
__glim_GetColorTableParameterivEXT
(pMsg->target, pMsg->pname, pMsg->params);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glGetColorTableParameterfvEXT( __GLcontext *gc, IN GLMSG_GETCOLORTABLEPARAMETERFVEXT *pMsg)
{
__glim_GetColorTableParameterfvEXT
(pMsg->target, pMsg->pname, pMsg->params);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glPolygonOffset( __GLcontext *gc, IN GLMSG_POLYGONOFFSET *pMsg)
{
__glim_PolygonOffset
(pMsg->factor, pMsg->units);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
#ifdef GL_WIN_multiple_textures
VOID * FASTCALL
sbs_glCurrentTextureIndexWIN( __GLcontext *gc, IN GLMSG_CURRENTTEXTUREINDEXWIN *pMsg)
{
__glim_CurrentTextureIndexWIN
(pMsg->index);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glBindNthTextureWIN( __GLcontext *gc, IN GLMSG_BINDNTHTEXTUREWIN *pMsg)
{
__glim_BindNthTextureWIN
(pMsg->index, pMsg->target, pMsg->texture);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
VOID * FASTCALL
sbs_glNthTexCombineFuncWIN( __GLcontext *gc, IN GLMSG_NTHTEXCOMBINEFUNCWIN *pMsg)
{
__glim_NthTexCombineFuncWIN
(pMsg->index, pMsg->leftColorFactor, pMsg->colorOp,
pMsg->rightColorFactor, pMsg->leftAlphaFactor,
pMsg->alphaOp, pMsg->rightAlphaFactor);
return ( (BYTE *)pMsg + GLMSG_ALIGN(sizeof(*pMsg)) );
}
#endif // GL_WIN_multiple_textures