libglvnd/src/GLX/libglxcurrent.h

87 lines
2.9 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_GLX_TLS)
#define __LIB_GLX_TLS
#include <pthread.h>
#include "libglxthread.h"
#include "libglxabipriv.h"
#include "libglxmapping.h"
#include "GLdispatch.h"
#include "lkdhash.h"
#include "glvnd_list.h"
typedef struct __GLXcontextInfoRec __GLXcontextInfo;
/*!
* Define current API library state here.
*
* A thread will have a __GLXThreadState struct if and only if it has a current
* GLX context. If we don't have a current context, then there's nothing useful
* to store in it.
*
* The pointer to the current __GLXThreadState is stored in libGLdispatch, since
* it's also the current __GLdispatchThreadState struct.
*/
typedef struct __GLXThreadStateRec {
__GLdispatchThreadState glas; /* Must be the first entry! */
__GLXvendorInfo *currentVendor;
Display *currentDisplay;
GLXDrawable currentDraw;
GLXDrawable currentRead;
__GLXcontextInfo *currentContext;
struct glvnd_list entry;
} __GLXThreadState;
/*!
* Looks up the current thread state.
*
* If there isn't a current context, or if the current context was set by
* another library like EGL, then this will return \c NULL.
*/
static inline __GLXThreadState *__glXGetCurrentThreadState(void)
{
__GLdispatchThreadState *glas = __glDispatchGetCurrentThreadState();
if (unlikely(!glas ||
(glas->tag != GLDISPATCH_API_GLX))) {
return NULL;
} else {
return (__GLXThreadState *)(glas);
}
}
/*!
* This gets the current GLX dynamic dispatch table, which is stored in the
* thread state.
*/
__GLXvendorInfo *__glXGetCurrentDynDispatch(void);
#endif // !defined(__LIB_GLX_TLS)