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/* $Id: context.h,v 1.15 2000/03/31 01:05:51 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
* Copyright (C) 1999-2000 Brian Paul 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
* BRIAN PAUL 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.
*/
#ifndef CONTEXT_H
#define CONTEXT_H
#include "glapi.h"
#include "types.h"
/*
* There are three Mesa datatypes which are meant to be used by device
* drivers:
* GLcontext: this contains the Mesa rendering state
* GLvisual: this describes the color buffer (rgb vs. ci), whether
* or not there's a depth buffer, stencil buffer, etc.
* GLframebuffer: contains pointers to the depth buffer, stencil
* buffer, accum buffer and alpha buffers.
*
* These types should be encapsulated by corresponding device driver
* datatypes. See xmesa.h and xmesaP.h for an example.
*
* In OOP terms, GLcontext, GLvisual, and GLframebuffer are base classes
* which the device driver must derive from.
*
* The following functions create and destroy these datatypes.
*/
/*
* Create/destroy a GLvisual. A GLvisual is like a GLX visual. It describes
* the colorbuffer, depth buffer, stencil buffer and accum buffer which will
* be used by the GL context and framebuffer.
*/
extern GLvisual *
_mesa_create_visual( GLboolean rgbFlag,
GLboolean alphaFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint indexBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples );
/* this function is obsolete */
extern GLvisual *gl_create_visual( GLboolean rgbFlag,
GLboolean alphaFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint depthBits,
GLint stencilBits,
GLint accumBits,
GLint indexBits,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits );
extern void
_mesa_destroy_visual( GLvisual *vis );
/*obsolete */ extern void gl_destroy_visual( GLvisual *vis );
/*
* Create/destroy a GLframebuffer. A GLframebuffer is like a GLX drawable.
* It bundles up the depth buffer, stencil buffer and accum buffers into a
* single entity.
*/
extern GLframebuffer *gl_create_framebuffer( GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha );
extern void gl_destroy_framebuffer( GLframebuffer *buffer );
/*
* Create/destroy a GLcontext. A GLcontext is like a GLX context. It
* contains the rendering state.
*/
extern GLcontext *gl_create_context( GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct);
extern GLboolean gl_initialize_context_data( GLcontext *ctx,
GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct );
extern void gl_free_context_data( GLcontext *ctx );
extern void gl_destroy_context( GLcontext *ctx );
extern void gl_context_initialize( GLcontext *ctx );
extern void gl_copy_context(const GLcontext *src, GLcontext *dst, GLuint mask);
extern void gl_make_current( GLcontext *ctx, GLframebuffer *buffer );
extern void gl_make_current2( GLcontext *ctx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer );
extern GLcontext *gl_get_current_context(void);
/*
* Macros for fetching current context, input buffer, etc.
*/
#ifdef THREADS
#define GET_CURRENT_CONTEXT(C) GLcontext *C = (GLcontext *) (_glapi_Context ? _glapi_Context : _glapi_get_context())
#define GET_IMMEDIATE struct immediate *IM = ((GLcontext *) (_glapi_Context ? _glapi_Context : _glapi_get_context()))->input
#define SET_IMMEDIATE(ctx, im) \
do { \
ctx->input = im; \
} while (0)
#else
extern struct immediate *_mesa_CurrentInput;
#define GET_CURRENT_CONTEXT(C) GLcontext *C = (GLcontext *) _glapi_Context
#define GET_IMMEDIATE struct immediate *IM = _mesa_CurrentInput
#define SET_IMMEDIATE(ctx, im) \
do { \
ctx->input = im; \
_mesa_CurrentInput = im; \
} while (0)
#endif
extern void
_mesa_swapbuffers(GLcontext *ctx);
extern struct _glapi_table *
_mesa_get_dispatch(GLcontext *ctx);
/*
* Miscellaneous
*/
extern void gl_problem( const GLcontext *ctx, const char *s );
extern void gl_warning( const GLcontext *ctx, const char *s );
extern void gl_error( GLcontext *ctx, GLenum error, const char *s );
extern void gl_compile_error( GLcontext *ctx, GLenum error, const char *s );
extern void
_mesa_Finish( void );
extern void
_mesa_Flush( void );
extern void
_mesa_init_no_op_table(struct _glapi_table *exec);
extern void
_mesa_init_exec_table(struct _glapi_table *exec);
#ifdef PROFILE
extern GLdouble gl_time( void );
#endif
#endif
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