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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 LIBGL_MAIN_H_
#define LIBGL_MAIN_H_
#include "Context.h"
#include "Device.hpp"
#include "common/debug.h"
#include "Display.h"
#define _GDI32_
#include <windows.h>
#include <GL/GL.h>
#include <GL/glext.h>
namespace gl
{
struct Current
{
Context *context;
Display *display;
Surface *drawSurface;
Surface *readSurface;
};
void makeCurrent(Context *context, Display *display, Surface *surface);
Context *getContext();
Display *getDisplay();
Device *getDevice();
Surface *getCurrentDrawSurface();
Surface *getCurrentReadSurface();
void setCurrentDisplay(Display *dpy);
void setCurrentContext(gl::Context *ctx);
void setCurrentDrawSurface(Surface *surface);
void setCurrentReadSurface(Surface *surface);
}
void error(GLenum errorCode);
template<class T>
T &error(GLenum errorCode, T &returnValue)
{
error(errorCode);
return returnValue;
}
template<class T>
const T &error(GLenum errorCode, const T &returnValue)
{
error(errorCode);
return returnValue;
}
extern sw::FrameBuffer *createFrameBuffer(NativeDisplayType display, NativeWindowType window, int width, int height);
#endif // LIBGL_MAIN_H_