libglvnd/src/EGL/libeglcurrent.h
Kyle Brenneman a7bb6f4d19 Remove extra paragraph from license text.
Remove the "If only executable code is distributed..." paragraph from
the license text. Everything now uses a normal MIT license.

The only code from Khronos that's included in libglvnd is the EGL/GL
header and XML files, which do not contain that paragraph.

Fixes https://gitlab.freedesktop.org/glvnd/libglvnd/-/issues/221
2021-09-30 09:21:34 -06:00

123 lines
4 KiB
C

/*
* 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.
*
* 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 <pthread.h>
#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)