blob: 0927c65b4ae6c9eda4c5742f6915d31b3693e491 [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// main.cpp: DLL entry point and management of thread-local data.
#include "main.h"
#include "Framebuffer.h"
#include "libEGL/Surface.h"
#include "Common/Thread.hpp"
#include "Common/SharedLibrary.hpp"
#include "common/debug.h"
#if !defined(_MSC_VER)
#define CONSTRUCTOR __attribute__((constructor))
#define DESTRUCTOR __attribute__((destructor))
#else
#define CONSTRUCTOR
#define DESTRUCTOR
#endif
static void glAttachThread()
{
TRACE("()");
}
static void glDetachThread()
{
TRACE("()");
}
CONSTRUCTOR static bool glAttachProcess()
{
TRACE("()");
glAttachThread();
#if defined(_WIN32)
const char *libEGL_lib[] = {"libEGL.dll", "libEGL_translator.dll"};
#elif defined(__ANDROID__)
const char *libEGL_lib[] = {"/vendor/lib/egl/libEGL_swiftshader.so"};
#elif defined(__LP64__)
const char *libEGL_lib[] = {"lib64EGL_translator.so", "libEGL.so.1", "libEGL.so"};
#else
const char *libEGL_lib[] = {"libEGL_translator.so", "libEGL.so.1", "libEGL.so"};
#endif
libEGL = loadLibrary(libEGL_lib);
egl::getCurrentContext = (egl::Context *(*)())getProcAddress(libEGL, "clientGetCurrentContext");
egl::getCurrentDisplay = (egl::Display *(*)())getProcAddress(libEGL, "clientGetCurrentDisplay");
return libEGL != 0;
}
DESTRUCTOR static void glDetachProcess()
{
TRACE("()");
glDetachThread();
freeLibrary(libEGL);
}
#if defined(_WIN32)
extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
{
switch(reason)
{
case DLL_PROCESS_ATTACH:
return glAttachProcess();
break;
case DLL_THREAD_ATTACH:
glAttachThread();
break;
case DLL_THREAD_DETACH:
glDetachThread();
break;
case DLL_PROCESS_DETACH:
glDetachProcess();
break;
default:
break;
}
return TRUE;
}
#endif
namespace es1
{
es1::Context *getContext()
{
egl::Context *context = egl::getCurrentContext();
if(context && context->getClientVersion() == 1)
{
return static_cast<es1::Context*>(context);
}
return 0;
}
egl::Display *getDisplay()
{
return egl::getCurrentDisplay();
}
Device *getDevice()
{
Context *context = getContext();
return context ? context->getDevice() : 0;
}
}
// Records an error code
void error(GLenum errorCode)
{
es1::Context *context = es1::getContext();
if(context)
{
switch(errorCode)
{
case GL_INVALID_ENUM:
context->recordInvalidEnum();
TRACE("\t! Error generated: invalid enum\n");
break;
case GL_INVALID_VALUE:
context->recordInvalidValue();
TRACE("\t! Error generated: invalid value\n");
break;
case GL_INVALID_OPERATION:
context->recordInvalidOperation();
TRACE("\t! Error generated: invalid operation\n");
break;
case GL_OUT_OF_MEMORY:
context->recordOutOfMemory();
TRACE("\t! Error generated: out of memory\n");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION_OES:
context->recordInvalidFramebufferOperation();
TRACE("\t! Error generated: invalid framebuffer operation\n");
break;
default: UNREACHABLE();
}
}
}
namespace egl
{
egl::Context *(*getCurrentContext)() = 0;
egl::Display *(*getCurrentDisplay)() = 0;
}
void *libEGL = 0; // Handle to the libEGL module