server_gentextures.c revision 51e7ffc68ae0a6122fcfdc746905b6c7dae2c610
/* Copyright (c) 2001, Stanford University
* All rights reserved
*
* See the file LICENSE.txt for information on redistributing this software.
*/
#include "cr_spu.h"
#include "chromium.h"
#include "cr_mem.h"
#include "cr_net.h"
#include "server_dispatch.h"
#include "server.h"
void SERVER_DISPATCH_APIENTRY crServerDispatchGenTextures( GLsizei n, GLuint *textures )
{
GLsizei i;
GLuint *local_textures = (GLuint *) crAlloc( n*sizeof( *local_textures) );
(void) textures;
cr_server.head_spu->dispatch_table.GenTextures( n, local_textures );
/* This is somewhat hacky.
* We have to make sure we're going to generate unique texture IDs.
* That wasn't the case before snapshot loading, because we could just rely on host video drivers.
* Now we could have a set of loaded texture IDs which aren't already reserved in the host driver.
* Note: It seems, that it's easy to reserve ATI/NVidia IDs, by simply calling glGenTextures
* with n==number of loaded textures. But it's really implementation dependant. So can't rely that it'll not change.
*/
for (i=0; i<n; ++i)
{
/* translate the ID as it'd be done in glBindTexture call */
GLuint tID = crServerTranslateTextureID(local_textures[i]);
/* check if we have a texture with same ID loaded from snapshot */
while (crStateIsTexture(tID))
{
/* request new ID */
cr_server.head_spu->dispatch_table.GenTextures(1, &tID);
local_textures[i] = tID;
tID = crServerTranslateTextureID(tID);
}
}
crServerReturnValue( local_textures, n*sizeof( *local_textures ) );
crFree( local_textures );
}
void SERVER_DISPATCH_APIENTRY crServerDispatchGenProgramsNV( GLsizei n, GLuint * ids )
{
GLuint *local_progs = (GLuint *) crAlloc( n*sizeof( *local_progs) );
(void) ids;
cr_server.head_spu->dispatch_table.GenProgramsNV( n, local_progs );
crServerReturnValue( local_progs, n*sizeof( *local_progs ) );
crFree( local_progs );
}
void SERVER_DISPATCH_APIENTRY crServerDispatchGenFencesNV( GLsizei n, GLuint * ids )
{
GLuint *local_fences = (GLuint *) crAlloc( n*sizeof( *local_fences) );
(void) ids;
cr_server.head_spu->dispatch_table.GenFencesNV( n, local_fences );
crServerReturnValue( local_fences, n*sizeof( *local_fences ) );
crFree( local_fences );
}
void SERVER_DISPATCH_APIENTRY crServerDispatchGenProgramsARB( GLsizei n, GLuint * ids )
{
GLuint *local_progs = (GLuint *) crAlloc( n*sizeof( *local_progs) );
GLsizei i;
(void) ids;
cr_server.head_spu->dispatch_table.GenProgramsARB( n, local_progs );
/* see comments in crServerDispatchGenTextures */
for (i=0; i<n; ++i)
{
GLuint tID = crServerTranslateProgramID(local_progs[i]);
while (crStateIsProgramARB(tID))
{
cr_server.head_spu->dispatch_table.GenProgramsARB(1, &tID);
local_progs[i] = tID;
tID = crServerTranslateProgramID(tID);
}
}
crServerReturnValue( local_progs, n*sizeof( *local_progs ) );
crFree( local_progs );
}
void SERVER_DISPATCH_APIENTRY
crServerDispatchCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
GLsizei tw, th;
cr_server.head_spu->dispatch_table.GetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &tw);
cr_server.head_spu->dispatch_table.GetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &th);
/* Workaround for a wine or ati bug. Host drivers crash unless we first provide texture bounds. */
if (((tw!=width) || (th!=height)) && (internalFormat==GL_DEPTH_COMPONENT24))
{
crServerDispatchTexImage2D(target, level, internalFormat, width, height, border, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
}
crStateCopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
cr_server.head_spu->dispatch_table.CopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}