/* * 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 ); /* 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 _mesa_initialize_framebuffer( GLframebuffer *fb, 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 _mesa_initialize_context( 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 ); #endif