blob: 9094333c5de27070f6e51b21ac0135e03bbd8feb [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 "libGLESv2.hpp"
#include "Framebuffer.h"
#include "libEGL/main.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 void glAttachProcess()
{
TRACE("()");
glAttachThread();
}
DESTRUCTOR static void glDetachProcess()
{
TRACE("()");
glDetachThread();
}
#if defined(_WIN32)
extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
{
switch(reason)
{
case DLL_PROCESS_ATTACH:
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 es2
{
es2::Context *getContext()
{
egl::Context *context = libEGL->clientGetCurrentContext();
if(context && (context->getClientVersion() == 2 ||
context->getClientVersion() == 3))
{
return static_cast<es2::Context*>(context);
}
return 0;
}
egl::Display *getDisplay()
{
return libEGL->clientGetCurrentDisplay();
}
Device *getDevice()
{
Context *context = getContext();
return context ? context->getDevice() : 0;
}
// Records an error code
void error(GLenum errorCode)
{
es2::Context *context = es2::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:
context->recordInvalidFramebufferOperation();
TRACE("\t! Error generated: invalid framebuffer operation\n");
break;
default: UNREACHABLE();
}
}
}
}
namespace egl
{
GLint getClientVersion()
{
Context *context = libEGL->clientGetCurrentContext();
return context ? context->getClientVersion() : 0;
}
}
egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname);
egl::Image *createBackBuffer(int width, int height, const egl::Config *config);
egl::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
sw::FrameBuffer *createFrameBuffer(EGLNativeDisplayType display, EGLNativeWindowType window, int width, int height);
LibGLESv2exports::LibGLESv2exports()
{
this->es2CreateContext = ::es2CreateContext;
this->es2GetProcAddress = ::es2GetProcAddress;
this->createBackBuffer = ::createBackBuffer;
this->createDepthStencil = ::createDepthStencil;
this->createFrameBuffer = ::createFrameBuffer;
}
extern "C" LibGLESv2exports *libGLESv2_swiftshader()
{
static LibGLESv2exports libGLESv2;
return &libGLESv2;
}
LibEGL libEGL;
LibGLES_CM libGLES_CM;