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/* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description:
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*
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*/
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#ifndef _GLESCONTEXT_H_
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#define _GLESCONTEXT_H_
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "platform.h"
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#include "degl.h"
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#include "vertex.h"
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#include "buffer.h"
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#include "shader.h"
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#include "program.h"
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#include "texture.h"
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#include "fbo.h"
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typedef struct DGLContext
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{
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GLboolean initialized;
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void* native_context;
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HGL hgl; // Extension procedure addresses are context-specific on WGL.
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unsigned int max_vertex_attribs;
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int max_texture_level;
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GLenum error;
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GLuint buffer_binding;
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GLuint texture_binding_2d;
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GLuint texture_binding_cube_map;
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GLuint framebuffer_binding;
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GLuint renderbuffer_binding;
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GLfloat attrib_zero[4]; // Attribute zero can't be set in desktop GL.
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DGLVertexArray* vertex_arrays;
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DGLBuffer* buffers;
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DGLShader* shaders;
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DGLProgram* programs;
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DGLTexture* textures;
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DGLRenderbuffer* renderbuffers;
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} DGLContext;
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DGLContext* DGLContext_create(void* native_context);
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GLboolean DGLContext_initialize(DGLContext* ctx);
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void DGLContext_destroy(DGLContext* ctx);
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void DGLContext_setError(DGLContext* ctx, GLenum error);
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GLenum DGLContext_getHostError(DGLContext* ctx);
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GLboolean DGLContext_createBuffer(DGLContext* ctx, GLuint buffer);
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void DGLContext_destroyBuffer(DGLContext* ctx, GLuint buffer);
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DGLBuffer* DGLContext_findBuffer(DGLContext* ctx, GLuint buffer);
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GLboolean DGLContext_bindBuffer(DGLContext* ctx, GLuint buffer);
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GLboolean DGLContext_createShader(DGLContext* ctx, GLuint shader);
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void DGLContext_destroyShader(DGLContext* ctx, GLuint shader);
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DGLShader* DGLContext_findShader(DGLContext* ctx, GLuint shader);
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GLboolean DGLContext_setShaderSource(DGLContext* ctx, GLuint shader, const char* source, int length);
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GLboolean DGLContext_createProgram(DGLContext* ctx, GLuint program);
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void DGLContext_destroyProgram(DGLContext* ctx, GLuint program);
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DGLProgram* DGLContext_findProgram(DGLContext* ctx, GLuint program);
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GLboolean DGLContext_createTexture(DGLContext* ctx, GLuint texture, DGLTextureType type);
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void DGLContext_destroyTexture(DGLContext* ctx, GLuint texture);
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DGLTexture* DGLContext_findTexture(DGLContext* ctx, GLuint texture);
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GLboolean DGLContext_bindTexture(DGLContext* ctx, GLenum target, GLuint name);
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DGLTexture* DGLContext_getTexture(DGLContext* ctx, GLenum target);
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DGLTextureLevel* DGLContext_getTextureLevel(DGLContext* ctx, GLenum target, GLint level);
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GLboolean DGLContext_specifyTextureFromEGLImage(DGLContext* ctx, GLeglImageOES image, GLenum target);
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GLboolean DGLContext_createRenderbuffer(DGLContext* ctx, GLuint buffer);
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void DGLContext_destroyRenderbuffer(DGLContext* ctx, GLuint buffer);
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DGLRenderbuffer* DGLContext_getColorRenderbuffer(DGLContext* ctx);
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DGLRenderbuffer* DGLContext_findRenderbuffer(DGLContext* ctx, GLuint buffer);
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GLboolean DGLContext_bindRenderbuffer(DGLContext* ctx, GLuint buffer);
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GLboolean DGLContext_specifyRenderbufferFromEGLImage(DGLContext* ctx, GLeglImageOES image);
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void DGLContext_updateFBOAttachmentSiblings(DGLContext* ctx);
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#ifdef __cplusplus
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}
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#endif
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#endif // _GLESCONTEXT_H_
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