Ensure OpenGL ES 2.0 C functions use C signatures in C++ builds (fixes VS builds)
/* 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 /or associated documentation files
* (the "Materials "), to deal in the Materials without restriction,
* including without limitation the rights to use, copy, modify, merge,
* publish, distribute, sublicense, and/or sell copies of the Materials,
* and to permit persons to whom the Materials are 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 Materials.
*
* THE MATERIALS ARE 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 THE AUTHORS OR COPYRIGHT HOLDERS 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 MATERIALS OR
* THE USE OR OTHER DEALINGS IN THE MATERIALS.
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description:
*
*/
#include "EGLProcess.h"
#include "EGLThread.h"
#include "eglInternal.h"
CEGLProcess::CEGLProcess( EGLint processId ) :
m_id( processId ),
m_currentThread( NULL )
{
}
CEGLProcess::~CEGLProcess(void)
{
DestroyPointerVector<CEGLThread>(m_threads);
}
CEGLThread* CEGLProcess::AddThread( EGLI_THREAD_ID threadId, bool setCurrent, EGLint supportedApis )
{
CEGLThread* thread = HasThread( threadId );
if( !thread )
{
thread = EGLI_NEW CEGLThread( threadId, supportedApis );
if( thread )
{
AddObject<CEGLThread>( m_threads, thread );
}
}
if( setCurrent && thread )
{
m_currentThread = thread;
}
return thread;
}
void CEGLProcess::RemoveThread( EGLI_THREAD_ID threadId )
{
if( m_currentThread && m_currentThread->Id() == threadId )
{
m_currentThread = NULL;
}
DeleteObjectById<CEGLThread>( m_threads, threadId );
}
CEGLThread* CEGLProcess::HasThread( EGLI_THREAD_ID threadId ) const
{
return FindObjectById<CEGLThread>( m_threads, threadId, NULL );
}
void CEGLProcess::SetCurrentThread( EGLI_THREAD_ID threadId )
{
#if defined(EGLI_USE_PLATSIM_EXTENSIONS)
EGLI_ASSERT(m_currentThread != NULL);
if( m_currentThread->Id() != threadId )
{
m_currentThread = FindObjectById<CEGLThread>( m_threads, threadId, NULL );
EGLI_ASSERT( m_currentThread != NULL );
}
#else
EGLI_ASSERT( false );
#endif
}
CEGLThread* CEGLProcess::CurrentThread() const
{
#if defined(EGLI_USE_PLATSIM_EXTENSIONS)
EGLI_ASSERT( m_currentThread != NULL );
return m_currentThread;
#elif defined(_WIN32)
EGLI_THREAD_ID threadId = GetCurrentThreadId();
CEGLThread* thread = FindObjectById( m_threads, threadId, NULL );
//EGLI_ASSERT( thread != NULL );
return thread;
#else // Linux
// \todo
#endif
}
CEGLSurface* CEGLProcess::FindBoundSurface( CEGLContext* context, bool readSurface ) const
{
EGLI_ASSERT( context != NULL );
CEGLSurface* ret = NULL;
std::vector<CEGLThread*>::const_iterator iter = m_threads.begin();
while( iter != m_threads.end() )
{
if( (*iter)->CurrentVGContext() == context )
{
ret = (*iter)->CurrentVGSurface();
break;
}
else if( (*iter)->CurrentGLESContext() == context )
{
//TODO
EGLI_ASSERT( false );
}
}
return ret;
}