/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2014 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Jason Wilkins * * ***** END GPL LICENSE BLOCK ***** */ /** \file glew-mx.h * \ingroup glew-mx * * Support for GLEW Multiple rendering conteXts (MX) * Maintained as a Blender Library. * * Different rendering contexts may have different entry points * to extension functions of the same name. So it can cause * problems if, for example, a second context uses a pointer to * say, glActiveTextureARB, that was queried from the first context. * * GLEW has basic support for multiple contexts by enabling WITH_GLEW_MX, * but it does not provide a full implementation. This is because * there are too many questions about thread safety and memory * allocation that are up to the user of GLEW. * * This implementation is very basic and isn't thread safe. * For a single context the overhead should be * no more than using GLEW without WITH_GLEW_MX enabled. */ #ifndef __GLEW_MX_H__ #define __GLEW_MX_H__ #ifdef WITH_GLEW_MX /* glew itself expects this */ # define GLEW_MX 1 # define glewGetContext() (&(_mx_context->glew_context)) #endif #include #ifdef __cplusplus extern "C" { #endif /* MXContext is used instead of GLEWContext directly so that extending what data is held by a context is easier. */ typedef struct MXContext { #ifdef WITH_GLEW_MX GLEWContext glew_context; #endif int reserved; /* structs need at least one member */ } MXContext; #ifdef WITH_GLEW_MX extern MXContext *_mx_context; #endif #include "intern/symbol-binding.h" /* If compiling only for OpenGL 3.2 Core Profile then we should make sure * no legacy API entries or symbolic constants are used. */ #if defined(WITH_GL_PROFILE_CORE) && !defined(WITH_GL_PROFILE_COMPAT) && !defined(WITH_GL_PROFILE_ES20) # include "intern/gl-deprecated.h" #endif MXContext *mxCreateContext (void); MXContext *mxGetCurrentContext (void); void mxMakeCurrentContext(MXContext *ctx); void mxDestroyContext (MXContext *ctx); GLenum glew_chk(GLenum error, const char *file, int line, const char *text); #ifndef NDEBUG # define GLEW_CHK(x) glew_chk((x), __FILE__, __LINE__, #x) #else # define GLEW_CHK(x) glew_chk((x), NULL, 0, NULL) #endif #ifdef __cplusplus } #endif #endif /* __GLEW_MX_H__ */