- removed unused OSMesa linking

- removed OSMesa code
This commit is contained in:
Lionel Ulmer 2001-07-12 02:46:23 +00:00 committed by Alexandre Julliard
parent f41de9779c
commit aeb92b1ca3
5 changed files with 171 additions and 426 deletions

464
configure vendored

File diff suppressed because it is too large Load Diff

View File

@ -322,17 +322,6 @@ then
OPENGL32_DLL=opengl32
fi
AC_CHECK_HEADERS(GL/osmesa.h,
[ dnl *** If GL/osmesa.h exists...
AC_CHECK_LIB(GL, OSMesaCreateContext,
X_PRE_LIBS="$X_PRE_LIBS -lGL",
AC_CHECK_LIB(OSMesa, OSMesaCreateContext,
X_PRE_LIBS="$X_PRE_LIBS -lOSMesa",,
-lGL $X_LIBS -lXext -lX11 -lm $X_EXTRA_LIBS),
$X_LIBS -lXext -lX11 -lm $X_EXTRA_LIBS
)
]
)
fi
dnl Check for GLU32 library.
AC_CHECK_LIB(GLU,glBegin,

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@ -50,17 +50,11 @@ static void set_context(IDirect3DDevice2Impl* This) {
#if COMPILABLE
D3DDPRIVATE(This);
#ifdef USE_OSMESA
OSMesaMakeCurrent(d3ddpriv->ctx, odev->buffer, GL_UNSIGNED_BYTE,
This->surface->s.surface_desc.dwWidth,
This->surface->s.surface_desc.dwHeight);
#else
if (glXMakeCurrent(gdi_display,ddpriv->drawable, odev->ctx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n",
odev->ctx, ddpriv->drawable);
}
#endif
#endif
}
static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
@ -178,11 +172,6 @@ is_OpenGL(
TRACE("Creating OpenGL device for surface %p\n", surface);
/* Create the OpenGL context */
#ifdef USE_OSMESA
odev->ctx = OSMesaCreateContext(OSMESA_RGBA, NULL);
odev->buffer = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,
surface->s.surface_desc.dwWidth * surface->s.surface_desc.dwHeight * 4);
#else
/* First get the correct visual */
ENTER_GL();
/* Create the context */
@ -215,7 +204,6 @@ is_OpenGL(
}
#endif
#endif
odev->rs.src = GL_ONE;
odev->rs.dst = GL_ZERO;
odev->rs.mag = GL_NEAREST;
@ -259,13 +247,9 @@ static ULONG WINAPI MESA_IDirect3DDevice2Impl_Release(LPDIRECT3DDEVICE2 iface)
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
#ifdef USE_OSMESA
OSMesaDestroyContext(odev->ctx);
#else
ENTER_GL();
glXDestroyContext(gdi_display, odev->ctx);
LEAVE_GL();
#endif
This->private = NULL;
HeapFree(GetProcessHeap(),0,This);
return 0;
@ -410,52 +394,10 @@ static HRESULT WINAPI MESA_IDirect3DDevice2Impl_BeginScene(
HRESULT WINAPI MESA_IDirect3DDevice2Impl_EndScene(LPDIRECT3DDEVICE2 iface) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
#ifdef USE_OSMESA
D3DPRIVATE(This);
LPDIRECTDRAWSURFACE3 surf = (LPDIRECTDRAWSURFACE3) This->surface;
DDSURFACEDESC sdesc;
int x,y;
unsigned char *src;
unsigned short *dest;
#endif
FIXME("(%p)->(): stub\n", This);
#ifdef USE_OSMESA
/* Here we copy back the OpenGL scene to the the DDraw surface */
/* First, lock the surface */
IDirectDrawSurface3_Lock(surf,NULL,&sdesc,DDLOCK_WRITEONLY,0);
/* The copy the OpenGL buffer to this surface */
/* NOTE : this is only for debugging purpose. I KNOW it is really unoptimal.
I am currently working on a set of patches for Mesa to have OSMesa support
16 bpp surfaces => we will able to render directly onto the surface, no
need to do a bpp conversion */
dest = (unsigned short *) sdesc.u2.lpSurface;
src = ((unsigned char *) odev->buffer) + 4 * (sdesc.dwWidth * (sdesc.dwHeight - 1));
for (y = 0; y < sdesc.dwHeight; y++) {
unsigned char *lsrc = src;
for (x = 0; x < sdesc.dwWidth ; x++) {
unsigned char r = *lsrc++;
unsigned char g = *lsrc++;
unsigned char b = *lsrc++;
lsrc++; /* Alpha */
*dest = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
dest++;
}
src -= 4 * sdesc.dwWidth;
}
/* Unlock the surface */
IDirectDrawSurface3_Unlock(surf,sdesc.u2.lpSurface);
#else
/* No need to do anything here... */
#endif
return DD_OK;
}
@ -870,10 +812,8 @@ int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevi
{
if (!memcmp(&IID_D3DDEVICE_OpenGL,rguid,sizeof(IID_D3DDEVICE_OpenGL))) {
mesa_d3dd_private *odev;
#ifndef USE_OSMESA
int attributeList[]={ GLX_RGBA, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None };
XVisualInfo *xvis;
#endif
*device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DDeviceImpl));
(*device)->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dd_private));
@ -891,11 +831,6 @@ int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevi
TRACE("OpenGL device created \n");
/* Create the OpenGL context */
#ifdef USE_OSMESA
odev->ctx = OSMesaCreateContext(OSMESA_RGBA, NULL);
odev->buffer = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,
surface->s.surface_desc.dwWidth * surface->s.surface_desc.dwHeight * 4);
#else
/* First get the correct visual */
/* if (surface->s.backbuffer == NULL)
attributeList[3] = None; */
@ -924,7 +859,6 @@ int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevi
if (chain->surfaces[i]->s.surface_desc.ddsCaps.dwCaps & DDSCAPS_FLIP)
chain->surfaces[i]->s.d3d_device = (void *) odev;
}
#endif
#endif
odev->rs.src = GL_ONE;
odev->rs.dst = GL_ZERO;
@ -956,13 +890,9 @@ static ULONG WINAPI MESA_IDirect3DDeviceImpl_Release(LPDIRECT3DDEVICE iface)
if (!--(This->ref)) {
D3DDPRIVATE(This);
#ifdef USE_OSMESA
OSMesaDestroyContext(odev->ctx);
#else
ENTER_GL();
glXDestroyContext(gdi_display, odev->ctx);
LEAVE_GL();
#endif
This->private = NULL;
HeapFree(GetProcessHeap(),0,This);
return 0;
@ -1000,52 +930,10 @@ static HRESULT WINAPI MESA_IDirect3DDeviceImpl_BeginScene(LPDIRECT3DDEVICE iface
static HRESULT WINAPI MESA_IDirect3DDeviceImpl_EndScene(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
#ifdef USE_OSMESA
D3DDPRIVATE(This);
LPDIRECTDRAWSURFACE3 surf = (LPDIRECTDRAWSURFACE3) This->surface;
DDSURFACEDESC sdesc;
int x,y;
unsigned char *src;
unsigned short *dest;
#endif
FIXME("(%p)->(): stub\n", This);
#ifdef USE_OSMESA
/* Here we copy back the OpenGL scene to the the DDraw surface */
/* First, lock the surface */
IDirectDrawSurface3_Lock(surf,NULL,&sdesc,DDLOCK_WRITEONLY,0);
/* The copy the OpenGL buffer to this surface */
/* NOTE : this is only for debugging purpose. I KNOW it is really unoptimal.
I am currently working on a set of patches for Mesa to have OSMesa support
16 bpp surfaces => we will able to render directly onto the surface, no
need to do a bpp conversion */
dest = (unsigned short *) sdesc.u2.lpSurface;
src = ((unsigned char *) odev->buffer) + 4 * (sdesc.dwWidth * (sdesc.dwHeight - 1));
for (y = 0; y < sdesc.dwHeight; y++) {
unsigned char *lsrc = src;
for (x = 0; x < sdesc.dwWidth ; x++) {
unsigned char r = *lsrc++;
unsigned char g = *lsrc++;
unsigned char b = *lsrc++;
lsrc++; /* Alpha */
*dest = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
dest++;
}
src -= 4 * sdesc.dwWidth;
}
/* Unlock the surface */
IDirectDrawSurface3_Unlock(surf,sdesc.u2.lpSurface);
#else
/* No need to do anything here... */
#endif
return DD_OK;
}

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@ -12,8 +12,6 @@
#include "wine_gl.h"
#include "x11drv.h"
#undef USE_OSMESA
/*****************************************************************************
* IDirect3DLight MESA private structure
*/
@ -81,12 +79,7 @@ typedef struct render_state {
} RenderState;
typedef struct mesa_d3dd_private {
#ifdef USE_OSMESA
OSMesaContext ctx;
unsigned char *buffer;
#else
GLXContext ctx;
#endif
/* The current render state */
RenderState rs;

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@ -178,9 +178,6 @@
/* Define if you have the <GL/glx.h> header file. */
#undef HAVE_GL_GLX_H
/* Define if you have the <GL/osmesa.h> header file. */
#undef HAVE_GL_OSMESA_H
/* Define if you have the <X11/XKBlib.h> header file. */
#undef HAVE_X11_XKBLIB_H