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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 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.h: Management of thread-local data.
#ifndef LIBGLESV2_MAIN_H_
#define LIBGLESV2_MAIN_H_
#include "Context.h"
#include "Device.hpp"
#include "common/debug.h"
#include "libEGL/Display.h"
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
namespace es2
{
Context *getContext();
egl::Display *getDisplay();
Device *getDevice();
}
namespace egl
{
GLint getClientVersion();
}
void error(GLenum errorCode);
template<class T>
const T &error(GLenum errorCode, const T &returnValue)
{
error(errorCode);
return returnValue;
}
// libEGL dependencies
namespace egl
{
extern egl::Context *(*getCurrentContext)();
extern egl::Display *(*getCurrentDisplay)();
}
// libGLES_CM dependencies
namespace es1
{
extern __eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname);
}
extern void *libEGL; // Handle to the libEGL module
extern void *libGLES_CM; // Handle to the libGLES_CM module
#endif // LIBGLESV2_MAIN_H_