Host components now buildable in their correct locations (although stil using CMake). Use build.bat in package root.
Note holdingarea build no longer works and everything except llvm will be removed soon.
Fix ups to references to components moved to vghwinterface.
Move package common headers up to pacakge level inc directory.
/* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
*
* 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.
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description:
*
*/
#ifndef _GLESCONTEXT_H_
#define _GLESCONTEXT_H_
#ifdef __cplusplus
extern "C" {
#endif
#include "platform.h"
#include "degl.h"
#include "vertex.h"
#include "buffer.h"
#include "shader.h"
#include "program.h"
#include "texture.h"
#include "fbo.h"
typedef struct DGLContext
{
GLboolean initialized;
void* native_context;
HGL hgl; // Extension procedure addresses are context-specific on WGL.
unsigned int max_vertex_attribs;
int max_texture_level;
GLenum error;
GLuint buffer_binding;
GLuint texture_binding_2d;
GLuint texture_binding_cube_map;
GLuint framebuffer_binding;
GLuint renderbuffer_binding;
GLfloat attrib_zero[4]; // Attribute zero can't be set in desktop GL.
DGLVertexArray* vertex_arrays;
DGLBuffer* buffers;
DGLShader* shaders;
DGLProgram* programs;
DGLTexture* textures;
DGLRenderbuffer* renderbuffers;
} DGLContext;
DGLContext* DGLContext_create(void* native_context);
GLboolean DGLContext_initialize(DGLContext* ctx);
void DGLContext_destroy(DGLContext* ctx);
void DGLContext_setError(DGLContext* ctx, GLenum error);
GLenum DGLContext_getHostError(DGLContext* ctx);
GLboolean DGLContext_createBuffer(DGLContext* ctx, GLuint buffer);
void DGLContext_destroyBuffer(DGLContext* ctx, GLuint buffer);
DGLBuffer* DGLContext_findBuffer(DGLContext* ctx, GLuint buffer);
GLboolean DGLContext_bindBuffer(DGLContext* ctx, GLuint buffer);
GLboolean DGLContext_createShader(DGLContext* ctx, GLuint shader);
void DGLContext_destroyShader(DGLContext* ctx, GLuint shader);
DGLShader* DGLContext_findShader(DGLContext* ctx, GLuint shader);
GLboolean DGLContext_setShaderSource(DGLContext* ctx, GLuint shader, const char* source, int length);
GLboolean DGLContext_createProgram(DGLContext* ctx, GLuint program);
void DGLContext_destroyProgram(DGLContext* ctx, GLuint program);
DGLProgram* DGLContext_findProgram(DGLContext* ctx, GLuint program);
GLboolean DGLContext_createTexture(DGLContext* ctx, GLuint texture, DGLTextureType type);
void DGLContext_destroyTexture(DGLContext* ctx, GLuint texture);
DGLTexture* DGLContext_findTexture(DGLContext* ctx, GLuint texture);
GLboolean DGLContext_bindTexture(DGLContext* ctx, GLenum target, GLuint name);
DGLTexture* DGLContext_getTexture(DGLContext* ctx, GLenum target);
DGLTextureLevel* DGLContext_getTextureLevel(DGLContext* ctx, GLenum target, GLint level);
GLboolean DGLContext_specifyTextureFromEGLImage(DGLContext* ctx, GLeglImageOES image, GLenum target);
GLboolean DGLContext_createRenderbuffer(DGLContext* ctx, GLuint buffer);
void DGLContext_destroyRenderbuffer(DGLContext* ctx, GLuint buffer);
DGLRenderbuffer* DGLContext_getColorRenderbuffer(DGLContext* ctx);
DGLRenderbuffer* DGLContext_findRenderbuffer(DGLContext* ctx, GLuint buffer);
GLboolean DGLContext_bindRenderbuffer(DGLContext* ctx, GLuint buffer);
GLboolean DGLContext_specifyRenderbufferFromEGLImage(DGLContext* ctx, GLeglImageOES image);
void DGLContext_updateFBOAttachmentSiblings(DGLContext* ctx);
#ifdef __cplusplus
}
#endif
#endif // _GLESCONTEXT_H_