/* * Copyright (c) 2013, NVIDIA CORPORATION. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and/or associated documentation files (the * "Materials"), to deal in the Materials without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Materials, and to * permit persons to whom the Materials are furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * unaltered in all copies or substantial portions of the Materials. * Any additions, deletions, or changes to the original source files * must be clearly indicated in accompanying documentation. * * If only executable code is distributed, then the accompanying * documentation must state that "this software is based in part on the * work of the Khronos Group." * * THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ #if !defined(__LIB_EGL_TLS) #define __LIB_EGL_TLS #include #include "glvnd_pthread.h" #include "libeglabipriv.h" #include "libeglmapping.h" #include "GLdispatch.h" #include "lkdhash.h" #include "glvnd_list.h" /*! * Defines the state to keep track of a current OpenGL or GLES context. * * Each thread will have an \c __EGLdispatchThreadState structure if and only if it has a * current EGL context. As with GLX, the pointer to the current * \c __EGLdispatchThreadState structure is maintained by libGLdispatch. */ typedef struct __EGLdispatchThreadStateRec { __GLdispatchThreadState glas; /* Must be the first entry! */ // The current display, context, and drawable for GL or GLES. // Note that OpenVG will need a separate current context. __EGLdisplayInfo *currentDisplay; EGLSurface currentDraw; EGLSurface currentRead; EGLContext currentContext; __EGLvendorInfo *currentVendor; struct glvnd_list entry; } __EGLdispatchThreadState; /*! * Defines per-thread state in libEGL that is not specific to any client API or * context. */ typedef struct __EGLThreadAPIStateRec { /*! * The last EGL error code. This is returned from eglGetError(). */ EGLint lastError; __EGLvendorInfo *lastVendor; /*! * The current client API, as specified by eglBindAPI. */ EGLenum currentClientApi; EGLLabelKHR label; struct glvnd_list entry; } __EGLThreadAPIState; void __eglCurrentInit(void); void __eglCurrentTeardown(EGLBoolean doReset); /*! * Returns the \c __EGLThreadAPIState structure for the current thread. * * \param create If \p create is true, then a new \c __EGLThreadAPIState struct * will be allocated if the current thread doesn't already have one. * * \return A pointer to the current thread's \c __EGLThreadAPIState, or NULL if * the current thread doesn't have one yet. */ __EGLThreadAPIState *__eglGetCurrentThreadAPIState(EGLBoolean create); /*! * Frees the \c __EGLThreadAPIState struct for the current thread. */ void __eglDestroyCurrentThreadAPIState(void); /*! * Returns the current thread's \c __EGLdispatchThreadState structure, if it has one. */ static inline __EGLdispatchThreadState *__eglGetCurrentAPIState(void) { __GLdispatchThreadState *glas = __glDispatchGetCurrentThreadState(); if (unlikely(!glas || (glas->tag != GLDISPATCH_API_EGL))) { return NULL; } else { return (__EGLdispatchThreadState *)(glas); } } __EGLdispatchThreadState *__eglCreateAPIState(void); void __eglDestroyAPIState(__EGLdispatchThreadState *state); EGLenum __eglQueryAPI(void); __EGLvendorInfo *__eglGetCurrentVendor(void); EGLContext __eglGetCurrentContext(void); EGLDisplay __eglGetCurrentDisplay(void); EGLSurface __eglGetCurrentSurface(EGLint readDraw); #endif // !defined(__LIB_EGL_TLS)