forked from KolibriOS/kolibrios
0471f48b2c
git-svn-id: svn://kolibrios.org@5564 a494cfbc-eb01-0410-851d-a64ba20cac60
225 lines
4.9 KiB
C++
225 lines
4.9 KiB
C++
/*
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* Copyright 2006-2012 Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Philippe Houdoin <philippe.houdoin@free.fr>
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* Alexander von Gluck IV <kallisti5@unixzen.com>
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*/
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#include <driver_settings.h>
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#include <image.h>
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#include <kernel/image.h>
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#include <system/safemode_defs.h>
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#include <Directory.h>
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#include <FindDirectory.h>
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#include <Path.h>
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#include <strings.h>
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#include "GLDispatcher.h"
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#include "GLRendererRoster.h"
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#include <new>
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#include <string.h>
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extern "C" status_t _kern_get_safemode_option(const char* parameter,
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char* buffer, size_t* _bufferSize);
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GLRendererRoster::GLRendererRoster(BGLView* view, ulong options)
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:
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fNextID(0),
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fView(view),
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fOptions(options),
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fSafeMode(false),
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fABISubDirectory(NULL)
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{
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char parameter[32];
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size_t parameterLength = sizeof(parameter);
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if (_kern_get_safemode_option(B_SAFEMODE_SAFE_MODE,
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parameter, ¶meterLength) == B_OK) {
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if (!strcasecmp(parameter, "enabled") || !strcasecmp(parameter, "on")
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|| !strcasecmp(parameter, "true") || !strcasecmp(parameter, "yes")
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|| !strcasecmp(parameter, "enable") || !strcmp(parameter, "1"))
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fSafeMode = true;
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}
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if (_kern_get_safemode_option(B_SAFEMODE_DISABLE_USER_ADD_ONS,
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parameter, ¶meterLength) == B_OK) {
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if (!strcasecmp(parameter, "enabled") || !strcasecmp(parameter, "on")
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|| !strcasecmp(parameter, "true") || !strcasecmp(parameter, "yes")
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|| !strcasecmp(parameter, "enable") || !strcmp(parameter, "1"))
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fSafeMode = true;
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}
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// We might run in compatibility mode on a system with a different ABI. The
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// renderers matching our ABI can usually be found in respective
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// subdirectories of the opengl add-ons directories.
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system_info info;
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if (get_system_info(&info) == B_OK
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&& (info.abi & B_HAIKU_ABI_MAJOR)
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!= (B_HAIKU_ABI & B_HAIKU_ABI_MAJOR)) {
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switch (B_HAIKU_ABI & B_HAIKU_ABI_MAJOR) {
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case B_HAIKU_ABI_GCC_2:
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fABISubDirectory = "gcc2";
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break;
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case B_HAIKU_ABI_GCC_4:
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fABISubDirectory = "gcc4";
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break;
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}
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}
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AddDefaultPaths();
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}
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GLRendererRoster::~GLRendererRoster()
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{
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}
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BGLRenderer*
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GLRendererRoster::GetRenderer(int32 id)
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{
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RendererMap::const_iterator iterator = fRenderers.find(id);
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if (iterator == fRenderers.end())
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return NULL;
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struct renderer_item item = iterator->second;
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return item.renderer;
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}
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void
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GLRendererRoster::AddDefaultPaths()
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{
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// add user directories first, so that they can override system renderers
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const directory_which paths[] = {
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B_USER_NONPACKAGED_ADDONS_DIRECTORY,
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B_USER_ADDONS_DIRECTORY,
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B_SYSTEM_ADDONS_DIRECTORY,
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};
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for (uint32 i = fSafeMode ? 4 : 0;
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i < sizeof(paths) / sizeof(paths[0]); i++) {
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BPath path;
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status_t status = find_directory(paths[i], &path, true);
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if (status == B_OK && path.Append("opengl") == B_OK)
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AddPath(path.Path());
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}
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}
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status_t
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GLRendererRoster::AddPath(const char* path)
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{
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BDirectory directory(path);
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status_t status = directory.InitCheck();
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if (status < B_OK)
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return status;
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// if a subdirectory for our ABI exists, use that instead
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if (fABISubDirectory != NULL) {
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BEntry entry(&directory, fABISubDirectory);
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if (entry.IsDirectory()) {
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status = directory.SetTo(&entry);
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if (status != B_OK)
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return status;
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}
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}
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node_ref nodeRef;
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status = directory.GetNodeRef(&nodeRef);
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if (status < B_OK)
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return status;
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int32 count = 0;
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int32 files = 0;
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entry_ref ref;
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BEntry entry;
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while (directory.GetNextRef(&ref) == B_OK) {
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entry.SetTo(&ref, true);
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if (entry.InitCheck() == B_OK && !entry.IsFile())
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continue;
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if (CreateRenderer(ref) == B_OK)
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count++;
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files++;
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}
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if (files != 0 && count == 0)
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return B_BAD_VALUE;
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return B_OK;
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}
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status_t
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GLRendererRoster::AddRenderer(BGLRenderer* renderer,
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image_id image, const entry_ref* ref, ino_t node)
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{
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renderer_item item;
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item.renderer = renderer;
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item.image = image;
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item.node = node;
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if (ref != NULL)
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item.ref = *ref;
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try {
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fRenderers[fNextID] = item;
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} catch (...) {
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return B_NO_MEMORY;
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}
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renderer->fOwningRoster = this;
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renderer->fID = fNextID++;
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return B_OK;
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}
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status_t
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GLRendererRoster::CreateRenderer(const entry_ref& ref)
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{
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BEntry entry(&ref, true);
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node_ref nodeRef;
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status_t status = entry.GetNodeRef(&nodeRef);
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if (status < B_OK)
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return status;
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BPath path(&ref);
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image_id image = load_add_on(path.Path());
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if (image < B_OK)
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return image;
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BGLRenderer* (*instantiate_renderer)
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(BGLView* view, ulong options, BGLDispatcher* dispatcher);
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status = get_image_symbol(image, "instantiate_gl_renderer",
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B_SYMBOL_TYPE_TEXT, (void**)&instantiate_renderer);
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if (status == B_OK) {
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BGLRenderer* renderer
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= instantiate_renderer(fView, fOptions, new BGLDispatcher());
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if (!renderer) {
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unload_add_on(image);
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return B_UNSUPPORTED;
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}
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if (AddRenderer(renderer, image, &ref, nodeRef.node) != B_OK) {
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renderer->Release();
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// this will delete the renderer
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unload_add_on(image);
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}
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return B_OK;
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}
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unload_add_on(image);
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return status;
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}
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