Esempio n. 1
0
void SERVER_DISPATCH_APIENTRY crServerDispatchBindFramebufferEXT(GLenum target, GLuint framebuffer)
{
	crStateBindFramebufferEXT(target, framebuffer);

    if (0==framebuffer && crServerIsRedirectedToFBO())
    {
        cr_server.head_spu->dispatch_table.BindFramebufferEXT(target, cr_server.curClient->currentMural->idFBO);
    }
    else
    {
        cr_server.head_spu->dispatch_table.BindFramebufferEXT(target, crStateGetFramebufferHWID(framebuffer));
    }
}
Esempio n. 2
0
void SERVER_DISPATCH_APIENTRY
crServerDispatchFinish(void)
{
    CRContext *ctx = crStateGetCurrent();

    cr_server.head_spu->dispatch_table.Finish();

    if (cr_server.curClient->currentMural->bFbDraw && crServerIsRedirectedToFBO())
    {
        crServerPresentFBO(cr_server.curClient->currentMural);
    }

    if (ctx->framebufferobject.drawFB
            || (ctx->buffer.drawBuffer != GL_FRONT && ctx->buffer.drawBuffer != GL_FRONT_LEFT))
        cr_server.curClient->currentMural->bFbDraw = GL_FALSE;
}
Esempio n. 3
0
void SERVER_DISPATCH_APIENTRY crServerDispatchBindFramebufferEXT(GLenum target, GLuint framebuffer)
{
#ifdef DEBUG_misha
    GLint rfb = 0, dfb = 0;
#endif
	crStateBindFramebufferEXT(target, framebuffer);

    if (0==framebuffer)
    {
        CRContext *ctx = crStateGetCurrent();
        if (ctx->buffer.drawBuffer == GL_FRONT || ctx->buffer.drawBuffer == GL_FRONT_LEFT || ctx->buffer.drawBuffer == GL_FRONT_RIGHT)
            cr_server.curClient->currentMural->bFbDraw = GL_TRUE;
    }

    if (0==framebuffer && crServerIsRedirectedToFBO())
    {
        if (target == GL_FRAMEBUFFER)
        {
            GLuint idDrawFBO = cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurDrawBuffer];
            GLuint idReadFBO = cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurReadBuffer];
            if (idDrawFBO == idReadFBO)
                cr_server.head_spu->dispatch_table.BindFramebufferEXT(GL_FRAMEBUFFER, idDrawFBO);
            else
            {
                cr_server.head_spu->dispatch_table.BindFramebufferEXT(GL_READ_FRAMEBUFFER, idReadFBO);
                cr_server.head_spu->dispatch_table.BindFramebufferEXT(GL_DRAW_FRAMEBUFFER, idDrawFBO);
            }
        }
        else if (target == GL_READ_FRAMEBUFFER)
        {
            GLuint idReadFBO = cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurReadBuffer];
            cr_server.head_spu->dispatch_table.BindFramebufferEXT(GL_READ_FRAMEBUFFER, idReadFBO);
        }
        else if (target == GL_DRAW_FRAMEBUFFER)
        {
            GLuint idDrawFBO = cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurDrawBuffer];
            cr_server.head_spu->dispatch_table.BindFramebufferEXT(GL_DRAW_FRAMEBUFFER, idDrawFBO);
        }
        else
        {
            crWarning("unknown target %d", target);
        }
#ifdef DEBUG_misha
        cr_server.head_spu->dispatch_table.GetIntegerv(GL_READ_FRAMEBUFFER_BINDING_EXT, &rfb);
        cr_server.head_spu->dispatch_table.GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &dfb);
        if (GL_FRAMEBUFFER_EXT == target)
        {
            Assert(rfb == cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurReadBuffer]);
            Assert(dfb == cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurDrawBuffer]);
        }
        else if (GL_READ_FRAMEBUFFER_EXT == target)
        {
            Assert(rfb == cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurReadBuffer]);
        }
        else if (GL_DRAW_FRAMEBUFFER_EXT == target)
        {
            Assert(dfb == cr_server.curClient->currentMural->aidFBOs[cr_server.curClient->currentMural->iCurDrawBuffer]);
        }
        else
        {
            Assert(0);
        }
#endif
    }
    else
    {
        cr_server.head_spu->dispatch_table.BindFramebufferEXT(target, crStateGetFramebufferHWID(framebuffer));
#ifdef DEBUG_misha
        cr_server.head_spu->dispatch_table.GetIntegerv(GL_READ_FRAMEBUFFER_BINDING_EXT, &rfb);
        cr_server.head_spu->dispatch_table.GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &dfb);
        if (GL_FRAMEBUFFER_EXT == target)
        {
            Assert(rfb == crStateGetFramebufferHWID(framebuffer));
            Assert(dfb == crStateGetFramebufferHWID(framebuffer));
        }
        else if (GL_READ_FRAMEBUFFER_EXT == target)
        {
            Assert(rfb == crStateGetFramebufferHWID(framebuffer));
        }
        else if (GL_DRAW_FRAMEBUFFER_EXT == target)
        {
            Assert(dfb == crStateGetFramebufferHWID(framebuffer));
        }
        else
        {
            Assert(0);
        }
#endif
    }
}
Esempio n. 4
0
void SERVER_DISPATCH_APIENTRY
crServerDispatchSwapBuffers( GLint window, GLint flags )
{
  CRMuralInfo *mural;
  CRContext *ctx;

#ifdef VBOXCR_LOGFPS
  static VBOXCRFPS Fps;
  static bool bFpsInited = false;

  if (!bFpsInited)
  {
      vboxCrFpsInit(&Fps, 64 /* cPeriods */);
      bFpsInited = true;
  }
  vboxCrFpsReportFrame(&Fps);
  if(!(vboxCrFpsGetNumFrames(&Fps) % 31))
  {
      double fps = vboxCrFpsGetFps(&Fps);
      double bps = vboxCrFpsGetBps(&Fps);
      double bpsSent = vboxCrFpsGetBpsSent(&Fps);
      double cps = vboxCrFpsGetCps(&Fps);
      double ops = vboxCrFpsGetOps(&Fps);
      double tup = vboxCrFpsGetTimeProcPercent(&Fps);
      crDebug("fps: %f, rec Mbps: %.1f, send Mbps: %.1f, cps: %.1f, ops: %.0f, host %.1f%%", 
              fps, bps/(1024.0*1024.0), bpsSent/(1024.0*1024.0), cps, ops, tup);
  }
#endif
	mural = (CRMuralInfo *) crHashtableSearch(cr_server.muralTable, window);
	if (!mural) {
		 return;
	}


	if (cr_server.only_swap_once)
	{
		/* NOTE: we only do the clear for the _last_ client in the list.
		 * This is because in multi-threaded apps the zeroeth client may
		 * be idle and never call glClear at all.  See threadtest.c
		 * It's pretty likely that the last client will be active.
		 */
		if (cr_server.curClient != cr_server.clients[cr_server.numClients - 1])
		{
			return;
		}
	}

#if 0
	if (cr_server.overlapBlending)
	{
		int a;
		CRPoly *p;
		GLboolean lighting, fog, blend, cull, tex[3];
		GLenum mm, blendSrc, blendDst;
		GLcolorf col;
		CRContext *ctx = crStateGetCurrent();
		const CRmatrix *baseProj;

		/* 
		 * I've probably missed some state here, or it
	 	 * might be easier just to push/pop it....
		 */
		lighting = ctx->lighting.lighting;
		fog		 = ctx->fog.enable;
		tex[0] = 0;
		for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
		{
			if (!ctx->texture.unit[a].enabled1D) continue;
	
			tex[0] 	 = 1;
			break;
		}
		tex[1] = 0;
		for	(a=0; a<CR_MAX_TEXTURE_UNITS; a++)
		{
			if (!ctx->texture.unit[a].enabled2D) continue;

			tex[1] 	 = 1;
			break;
		}
		tex[2] = 0;
		for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
		{	
			if (!ctx->texture.unit[a].enabled3D) continue;
	
			tex[2] 	 = 1;
			break;
		}

		cull	 = ctx->polygon.cullFace;
		blend	 = ctx->buffer.blend;
		blendSrc = ctx->buffer.blendSrcRGB;
		blendDst = ctx->buffer.blendDstRGB;
		mm = ctx->transform.matrixMode;
		col.r = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][0];
		col.g = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][1];
		col.b = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][2];
		col.a = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][3];

		baseProj = &(cr_server.curClient->currentMural->extents[0].baseProjection);
	
		switch(mm)
		{
				case GL_PROJECTION:
					cr_server.head_spu->dispatch_table.PushMatrix();
					cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj);
					cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix);
					cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
					cr_server.head_spu->dispatch_table.PushMatrix();
					cr_server.head_spu->dispatch_table.LoadIdentity();
					break;
				
				default:
					cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
					/* fall through */
	
				case GL_MODELVIEW:
					cr_server.head_spu->dispatch_table.PushMatrix();
					cr_server.head_spu->dispatch_table.LoadIdentity();
					cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION);
					cr_server.head_spu->dispatch_table.PushMatrix();
					cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj);
					cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix);
					break;	
		}
	
		/* fix state */
		if (lighting)
			cr_server.head_spu->dispatch_table.Disable(GL_LIGHTING);
		if (fog)
			cr_server.head_spu->dispatch_table.Disable(GL_FOG);
		if (tex[0])
			cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_1D);
		if (tex[1])
			cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_2D);
		if (tex[2])
			cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_3D);
		if (cull)
			cr_server.head_spu->dispatch_table.Disable(GL_CULL_FACE);

		/* Regular Blending */
		if (cr_server.overlapBlending == 1)
		{
			if (!blend)
				cr_server.head_spu->dispatch_table.Enable(GL_BLEND);
			if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA))
				cr_server.head_spu->dispatch_table.BlendFunc(GL_ZERO, GL_SRC_ALPHA);

			/* draw the blends */
			for (a=1; a<cr_server.num_overlap_levels; a++)
			{
				if (a-1 < cr_server.num_overlap_intens)
				{
					cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 
											cr_server.overlap_intens[a-1]);
				}
				else
				{
					cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1);
				}
		
				p = cr_server.overlap_geom[a];
				while (p)
				{
					/* hopefully this isnt concave... */
					__draw_poly(p);
					p = p->next;
				}	
			}

			if (!blend)
				cr_server.head_spu->dispatch_table.Disable(GL_BLEND);
			if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA))
				cr_server.head_spu->dispatch_table.BlendFunc(blendSrc, blendDst);
		}
		else
		/* Knockout Blending */
		{
			cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1);

			if (blend)
				cr_server.head_spu->dispatch_table.Disable(GL_BLEND);
			p = cr_server.overlap_knockout;
			while (p)
			{
				__draw_poly(p);
				p = p->next;
			}	
			if (blend)
				cr_server.head_spu->dispatch_table.Enable(GL_BLEND);
		}


		/* return things to normal */
		switch (mm)
		{
			case GL_PROJECTION:
				cr_server.head_spu->dispatch_table.PopMatrix();
				cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION);
				cr_server.head_spu->dispatch_table.PopMatrix();
				break;
			case GL_MODELVIEW:
				cr_server.head_spu->dispatch_table.PopMatrix();
				cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
				cr_server.head_spu->dispatch_table.PopMatrix();
				break;
			default:
				cr_server.head_spu->dispatch_table.PopMatrix();
				cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
				cr_server.head_spu->dispatch_table.PopMatrix();
				cr_server.head_spu->dispatch_table.MatrixMode(mm);
				break;
		}

		if (lighting)
			cr_server.head_spu->dispatch_table.Enable(GL_LIGHTING);
		if (fog)
			cr_server.head_spu->dispatch_table.Enable(GL_FOG);
		if (tex[0])
			cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_1D);
		if (tex[1])
			cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_2D);
		if (tex[2])
			cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_3D);
		if (cull)
			cr_server.head_spu->dispatch_table.Enable(GL_CULL_FACE);
	
		cr_server.head_spu->dispatch_table.Color4f(col.r, col.g, col.b, col.a);
	}
#endif

	/* Check if using a file network */
	if (!cr_server.clients[0]->conn->actual_network && window == MAGIC_OFFSET)
		window = 0;

	ctx = crStateGetCurrent();

    if (ctx->framebufferobject.drawFB
            || (ctx->buffer.drawBuffer != GL_FRONT && ctx->buffer.drawBuffer != GL_FRONT_LEFT))
        cr_server.curClient->currentMural->bFbDraw = GL_FALSE;

    if (crServerIsRedirectedToFBO())
    {
        crServerMuralFBOSwapBuffers(mural);
        crServerPresentFBO(mural);
    }
    else
    {
        cr_server.head_spu->dispatch_table.SwapBuffers( mural->spuWindow, flags );
    }
}