87 lines
2.9 KiB
C
87 lines
2.9 KiB
C
/*
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* Copyright (c) 2013, NVIDIA CORPORATION.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and/or associated documentation files (the
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* "Materials"), to deal in the Materials without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Materials, and to
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* permit persons to whom the Materials are furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* unaltered in all copies or substantial portions of the Materials.
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* Any additions, deletions, or changes to the original source files
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* must be clearly indicated in accompanying documentation.
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*
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* THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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#if !defined(__LIB_GLX_TLS)
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#define __LIB_GLX_TLS
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#include <pthread.h>
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#include "libglxthread.h"
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#include "libglxabipriv.h"
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#include "libglxmapping.h"
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#include "GLdispatch.h"
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#include "lkdhash.h"
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#include "glvnd_list.h"
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typedef struct __GLXcontextInfoRec __GLXcontextInfo;
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/*!
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* Define current API library state here.
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*
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* A thread will have a __GLXThreadState struct if and only if it has a current
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* GLX context. If we don't have a current context, then there's nothing useful
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* to store in it.
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*
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* The pointer to the current __GLXThreadState is stored in libGLdispatch, since
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* it's also the current __GLdispatchThreadState struct.
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*/
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typedef struct __GLXThreadStateRec {
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__GLdispatchThreadState glas; /* Must be the first entry! */
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__GLXvendorInfo *currentVendor;
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Display *currentDisplay;
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GLXDrawable currentDraw;
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GLXDrawable currentRead;
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__GLXcontextInfo *currentContext;
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struct glvnd_list entry;
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} __GLXThreadState;
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/*!
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* Looks up the current thread state.
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*
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* If there isn't a current context, or if the current context was set by
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* another library like EGL, then this will return \c NULL.
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*/
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static inline __GLXThreadState *__glXGetCurrentThreadState(void)
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{
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__GLdispatchThreadState *glas = __glDispatchGetCurrentThreadState();
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if (unlikely(!glas ||
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(glas->tag != GLDISPATCH_API_GLX))) {
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return NULL;
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} else {
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return (__GLXThreadState *)(glas);
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}
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}
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/*!
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* This gets the current GLX dynamic dispatch table, which is stored in the
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* thread state.
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*/
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__GLXvendorInfo *__glXGetCurrentDynDispatch(void);
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#endif // !defined(__LIB_GLX_TLS)
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