/*
 * Copyright (c) 2007, 2008 Apple Inc.
 * Copyright (c) 2004 Torrey T. Lyons. All Rights Reserved.
 * Copyright (c) 2002 Greg Parker. All Rights Reserved.
 *
 * Portions of this file are copied from Mesa's xf86glx.c,
 * which contains the following copyright:
 *
 * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
 * All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
 * THE ABOVE LISTED COPYRIGHT HOLDER(S) BE LIABLE FOR ANY CLAIM, DAMAGES OR
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
 * DEALINGS IN THE SOFTWARE.
 */

#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif

#include "dri.h"

#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/CGLContext.h>

#include <GL/glxproto.h>
#include <windowstr.h>
#include <resource.h>
#include <GL/glxint.h>
#include <GL/glxtokens.h>
#include <scrnintstr.h>
#include <glxserver.h>
#include <glxscreens.h>
#include <glxdrawable.h>
#include <glxcontext.h>
#include <glxext.h>
#include <glxutil.h>
#include <GL/internal/glcore.h>

#include "capabilities.h"
#include "visualConfigs.h"
#include "darwinfb.h"

/* Based originally on code from indirect.c which was based on code from i830_dri.c. */
__GLXconfig *
__glXAquaCreateVisualConfigs(int *numConfigsPtr, int screenNumber)
{
    int numConfigs = 0;
    __GLXconfig *visualConfigs, *c;
    struct glCapabilities caps;
    struct glCapabilitiesConfig *conf;
    int stereo, depth, aux, buffers, stencil, accum, color, msample;

    if (getGlCapabilities(&caps)) {
        ErrorF("error from getGlCapabilities()!\n");
        return NULL;
    }

    /*
       conf->stereo is 0 or 1, but we need at least 1 iteration of the loop,
       so we treat a true conf->stereo as 2.

       The depth size is 0 or 24.  Thus we do 2 iterations for that.

       conf->aux_buffers (when available/non-zero) result in 2 iterations instead of 1.

       conf->buffers indicates whether we have single or double buffering.

       conf->total_stencil_bit_depths

       conf->total_color_buffers indicates the RGB/RGBA color depths.

       conf->total_accum_buffers iterations for accum (with at least 1 if equal to 0)

       conf->total_depth_buffer_depths

       conf->multisample_buffers iterations (with at least 1 if equal to 0).  We add 1
       for the 0 multisampling config.

     */

    assert(NULL != caps.configurations);

    numConfigs = 0;

    for (conf = caps.configurations; conf; conf = conf->next) {
        if (conf->total_color_buffers <= 0)
            continue;

        numConfigs += (conf->stereo ? 2 : 1)
                      * (conf->aux_buffers ? 2 : 1)
                      * conf->buffers
                      * ((conf->total_stencil_bit_depths >
                          0) ? conf->total_stencil_bit_depths : 1)
                      * conf->total_color_buffers
                      * ((conf->total_accum_buffers >
                          0) ? conf->total_accum_buffers : 1)
                      * conf->total_depth_buffer_depths
                      * (conf->multisample_buffers + 1);
    }

    if (numConfigsPtr)
        *numConfigsPtr = numConfigs;

    visualConfigs = calloc(sizeof(*visualConfigs), numConfigs);

    if (NULL == visualConfigs) {
        ErrorF("xcalloc failure when allocating visualConfigs\n");
        freeGlCapabilities(&caps);
        return NULL;
    }

    c = visualConfigs; /* current buffer */
    for (conf = caps.configurations; conf; conf = conf->next) {
        for (stereo = 0; stereo < (conf->stereo ? 2 : 1); ++stereo) {
            for (aux = 0; aux < (conf->aux_buffers ? 2 : 1); ++aux) {
                for (buffers = 0; buffers < conf->buffers; ++buffers) {
                    for (stencil = 0;
                         stencil < ((conf->total_stencil_bit_depths > 0) ?
                                    conf->
                                    total_stencil_bit_depths : 1);
                         ++stencil) {
                        for (color = 0; color < conf->total_color_buffers;
                             ++color) {
                            for (accum = 0;
                                 accum < ((conf->total_accum_buffers > 0) ?
                                          conf->
                                          total_accum_buffers : 1);
                                 ++accum) {
                                for (depth = 0;
                                     depth < conf->total_depth_buffer_depths;
                                     ++depth) {
                                    for (msample = 0;
                                         msample <
                                         (conf->multisample_buffers + 1);
                                         ++msample) {

                                        // Global
                                        c->visualID = -1;
                                        c->visualType = GLX_TRUE_COLOR;
                                        c->next = c + 1;

                                        c->screen = screenNumber;

                                        c->level = 0;
                                        c->indexBits = 0;
                                        c->pixmapMode = 0; // TODO: What should this be?

                                        if (conf->accelerated) {
                                            c->visualRating = GLX_NONE;
                                        }
                                        else {
                                            c->visualRating =
                                                GLX_SLOW_VISUAL_EXT;
                                        }

                                        c->transparentPixel = GLX_NONE;
                                        c->transparentRed = GLX_NONE;
                                        c->transparentGreen = GLX_NONE;
                                        c->transparentBlue = GLX_NONE;
                                        c->transparentAlpha = GLX_NONE;
                                        c->transparentIndex = GLX_NONE;

                                        c->visualSelectGroup = 0;

                                        c->swapMethod =
                                            GLX_SWAP_UNDEFINED_OML;

                                        // Stereo
                                        c->stereoMode = stereo ? TRUE : FALSE;

                                        // Aux buffers
                                        c->numAuxBuffers =
                                            aux ? conf->aux_buffers : 0;

                                        // Double Buffered
                                        c->doubleBufferMode =
                                            buffers ? TRUE : FALSE;

                                        // Stencil Buffer
                                        if (conf->total_stencil_bit_depths >
                                            0) {
                                            c->stencilBits =
                                                conf->stencil_bit_depths[
                                                    stencil];
                                        }
                                        else {
                                            c->stencilBits = 0;
                                        }

                                        // Color
                                        if (GLCAPS_COLOR_BUF_INVALID_VALUE !=
                                            conf->color_buffers[color].a) {
                                            c->alphaBits =
                                                conf->color_buffers[color].a;
                                        }
                                        else {
                                            c->alphaBits = 0;
                                        }
                                        c->redBits =
                                            conf->color_buffers[color].r;
                                        c->greenBits =
                                            conf->color_buffers[color].g;
                                        c->blueBits =
                                            conf->color_buffers[color].b;

                                        c->rgbBits = c->alphaBits +
                                                     c->redBits +
                                                     c->greenBits +
                                                     c->blueBits;

                                        c->alphaMask =
                                            AM_ARGB(c->alphaBits, c->redBits,
                                                    c->greenBits,
                                                    c->blueBits);
                                        c->redMask =
                                            RM_ARGB(c->alphaBits, c->redBits,
                                                    c->greenBits,
                                                    c->blueBits);
                                        c->greenMask =
                                            GM_ARGB(c->alphaBits, c->redBits,
                                                    c->greenBits,
                                                    c->blueBits);
                                        c->blueMask =
                                            BM_ARGB(c->alphaBits, c->redBits,
                                                    c->greenBits,
                                                    c->blueBits);

                                        // Accumulation Buffers
                                        if (conf->total_accum_buffers > 0) {
                                            c->accumRedBits =
                                                conf->accum_buffers[accum].r;
                                            c->accumGreenBits =
                                                conf->accum_buffers[accum].g;
                                            c->accumBlueBits =
                                                conf->accum_buffers[accum].b;
                                            if (
                                                GLCAPS_COLOR_BUF_INVALID_VALUE
                                                !=
                                                conf->accum_buffers[accum].a)
                                            {
                                                c->accumAlphaBits =
                                                    conf->accum_buffers[accum
                                                    ].a;
                                            }
                                            else {
                                                c->accumAlphaBits = 0;
                                            }
                                        }
                                        else {
                                            c->accumRedBits = 0;
                                            c->accumGreenBits = 0;
                                            c->accumBlueBits = 0;
                                            c->accumAlphaBits = 0;
                                        }

                                        // Depth
                                        c->depthBits =
                                            conf->depth_buffers[depth];

                                        // MultiSample
                                        if (msample > 0) {
                                            c->samples =
                                                conf->multisample_samples;
                                            c->sampleBuffers =
                                                conf->multisample_buffers;
                                        }
                                        else {
                                            c->samples = 0;
                                            c->sampleBuffers = 0;
                                        }

                                        /*
                                         * The Apple libGL supports GLXPixmaps and
                                         * GLXPbuffers in direct mode.
                                         */
                                        /* SGIX_fbconfig / GLX 1.3 */
                                        c->drawableType = GLX_WINDOW_BIT |
                                                          GLX_PIXMAP_BIT |
                                                          GLX_PBUFFER_BIT;
                                        c->renderType = GLX_RGBA_BIT;
                                        c->xRenderable = GL_TRUE;
                                        c->fbconfigID = -1;

                                        /* SGIX_pbuffer / GLX 1.3 */

                                        /*
                                         * The CGL layer provides a way of retrieving
                                         * the maximum pbuffer width/height, but only
                                         * if we create a context and call glGetIntegerv.
                                         *
                                         * The following values are from a test program
                                         * that does so.
                                         */
                                        c->maxPbufferWidth = 8192;
                                        c->maxPbufferHeight = 8192;
                                        c->maxPbufferPixels =
                                            /*Do we need this?*/ 0;
                                        /*
                                         * There is no introspection for this sort of thing
                                         * with CGL.  What should we do realistically?
                                         */
                                        c->optimalPbufferWidth = 0;
                                        c->optimalPbufferHeight = 0;

                                        /* EXT_texture_from_pixmap */
                                        c->bindToTextureRgb = 0;
                                        c->bindToTextureRgba = 0;
                                        c->bindToMipmapTexture = 0;
                                        c->bindToTextureTargets = 0;
                                        c->yInverted = 0;

                                        c = c->next;
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }

    (c - 1)->next = NULL;

    if (c - visualConfigs != numConfigs) {
        FatalError(
            "numConfigs calculation error in setVisualConfigs!  numConfigs is %d  i is %d\n",
            numConfigs, (int)(c - visualConfigs));
    }

    freeGlCapabilities(&caps);
    return visualConfigs;
}
