/* 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; idispatch_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; idispatch_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); }