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#ifndef EGLCONTEXT_INCLUDED
#define EGLCONTEXT_INCLUDED
#include "egltypedefs.h"
#include "egldisplay.h"
/**
* "Base" class for device driver contexts.
*/
struct _egl_context
{
/* A context is a display resource */
_EGLResource Resource;
/* The bound status of the context */
_EGLThreadInfo *Binding;
_EGLSurface *DrawSurface;
_EGLSurface *ReadSurface;
_EGLConfig *Config;
EGLint ClientAPI; /**< EGL_OPENGL_ES_API, EGL_OPENGL_API, EGL_OPENVG_API */
EGLint ClientVersion; /**< 1 = OpenGLES 1.x, 2 = OpenGLES 2.x */
/* The real render buffer when a window surface is bound */
EGLint WindowRenderBuffer;
};
PUBLIC EGLBoolean
_eglInitContext(_EGLContext *ctx, _EGLDisplay *dpy,
_EGLConfig *config, const EGLint *attrib_list);
extern _EGLContext *
_eglCreateContext(_EGLDriver *drv, _EGLDisplay *dpy, _EGLConfig *conf, _EGLContext *share_list, const EGLint *attrib_list);
extern EGLBoolean
_eglDestroyContext(_EGLDriver *drv, _EGLDisplay *dpy, _EGLContext *ctx);
extern EGLBoolean
_eglQueryContext(_EGLDriver *drv, _EGLDisplay *dpy, _EGLContext *ctx, EGLint attribute, EGLint *value);
PUBLIC EGLBoolean
_eglBindContext(_EGLContext **ctx, _EGLSurface **draw, _EGLSurface **read);
extern EGLBoolean
_eglMakeCurrent(_EGLDriver *drv, _EGLDisplay *dpy, _EGLSurface *draw, _EGLSurface *read, _EGLContext *ctx);
extern EGLBoolean
_eglCopyContextMESA(_EGLDriver *drv, EGLDisplay dpy, EGLContext source, EGLContext dest, EGLint mask);
/**
* Return true if the context is bound to a thread.
*
* The binding is considered a reference to the context. Drivers should not
* destroy a context when it is bound.
*/
static INLINE EGLBoolean
_eglIsContextBound(_EGLContext *ctx)
{
return (ctx->Binding != NULL);
}
/**
* Link a context to a display and return the handle of the link.
* The handle can be passed to client directly.
*/
static INLINE EGLContext
_eglLinkContext(_EGLContext *ctx, _EGLDisplay *dpy)
{
_eglLinkResource(&ctx->Resource, _EGL_RESOURCE_CONTEXT, dpy);
return (EGLContext) ctx;
}
/**
* Unlink a linked context from its display.
* Accessing an unlinked context should generate EGL_BAD_CONTEXT error.
*/
static INLINE void
_eglUnlinkContext(_EGLContext *ctx)
{
_eglUnlinkResource(&ctx->Resource, _EGL_RESOURCE_CONTEXT);
}
/**
* Lookup a handle to find the linked context.
* Return NULL if the handle has no corresponding linked context.
*/
static INLINE _EGLContext *
_eglLookupContext(EGLContext context, _EGLDisplay *dpy)
{
_EGLContext *ctx = (_EGLContext *) context;
if (!dpy || !_eglCheckResource((void *) ctx, _EGL_RESOURCE_CONTEXT, dpy))
ctx = NULL;
return ctx;
}
/**
* Return the handle of a linked context, or EGL_NO_CONTEXT.
*/
static INLINE EGLContext
_eglGetContextHandle(_EGLContext *ctx)
{
_EGLResource *res = (_EGLResource *) ctx;
return (res && _eglIsResourceLinked(res)) ?
(EGLContext) ctx : EGL_NO_CONTEXT;
}
/**
* Return true if the context is linked to a display.
*
* The link is considered a reference to the context (the display is owning the
* context). Drivers should not destroy a context when it is linked.
*/
static INLINE EGLBoolean
_eglIsContextLinked(_EGLContext *ctx)
{
_EGLResource *res = (_EGLResource *) ctx;
return (res && _eglIsResourceLinked(res));
}
#endif /* EGLCONTEXT_INCLUDED */
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