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/* $Id: context.h,v 1.19 2000/09/26 20:53:53 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 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 );
extern GLboolean
_mesa_initialize_visual( GLvisual *v,
GLboolean rgbFlag,
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 );
extern void
_mesa_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 *
_mesa_create_framebuffer( GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha );
extern void
_mesa_initialize_framebuffer( GLframebuffer *fb,
GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha );
extern void
_mesa_destroy_framebuffer( GLframebuffer *buffer );
/*
* Create/destroy a GLcontext. A GLcontext is like a GLX context. It
* contains the rendering state.
*/
extern GLcontext *
_mesa_create_context( GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct);
extern GLboolean
_mesa_initialize_context( GLcontext *ctx,
GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct );
extern void
_mesa_free_context_data( GLcontext *ctx );
extern void
_mesa_destroy_context( GLcontext *ctx );
extern void
_mesa_context_initialize( GLcontext *ctx );
extern void
_mesa_copy_context(const GLcontext *src, GLcontext *dst, GLuint mask);
extern void
_mesa_make_current( GLcontext *ctx, GLframebuffer *buffer );
extern void
_mesa_make_current2( GLcontext *ctx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer );
extern GLcontext *
_mesa_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
_mesa_warning( const GLcontext *ctx, const char *s );
extern void
gl_error( GLcontext *ctx, GLenum error, const char *s );
extern void
_mesa_compile_error( GLcontext *ctx, GLenum error, const char *s );
extern void
_mesa_Finish( void );
extern void
_mesa_Flush( void );
#endif
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