Hash :
ea0e1af4
Author :
Date :
2010-03-22T19:33:14
Minor reshuffling of directory structure in preparation of ESSL to GLSL compiler work. 1. Added include/GLSLANG which includes compiler API 2. Deleted src/include and moved the header files to the same directory as the corresponding source files 3. Modied include path to be relative to src/. I have only fixed paths for files I moved. We should fix it for all new files at least. It is much easier to see where an included file is coming from. I noticed that a few libGLESv2 source files include headers from libEGL project, which seems wrong. I think we should address this issue. Next step: move compiler source files to compiler/frontend and create two new projects compiler/glsl_backend and compiler/hlsl_backend. Review URL: http://codereview.appspot.com/662042 git-svn-id: https://angleproject.googlecode.com/svn/trunk@62 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// main.cpp: DLL entry point and management of thread-local data.
#include "main.h"
#include "Framebuffer.h"
#include "libEGL/Surface.h"
#include "common/debug.h"
static DWORD currentTLS = TLS_OUT_OF_INDEXES;
BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
{
currentTLS = TlsAlloc();
if (currentTLS == TLS_OUT_OF_INDEXES)
{
return FALSE;
}
}
// Fall throught to initialize index
case DLL_THREAD_ATTACH:
{
gl::Current *current = (gl::Current*)LocalAlloc(LPTR, sizeof(gl::Current));
if (current)
{
TlsSetValue(currentTLS, current);
current->context = NULL;
current->display = NULL;
}
}
break;
case DLL_THREAD_DETACH:
{
void *current = TlsGetValue(currentTLS);
if (current)
{
LocalFree((HLOCAL)current);
}
}
break;
case DLL_PROCESS_DETACH:
{
void *current = TlsGetValue(currentTLS);
if (current)
{
LocalFree((HLOCAL)current);
}
TlsFree(currentTLS);
}
break;
default:
break;
}
return TRUE;
}
namespace gl
{
void makeCurrent(Context *context, egl::Display *display, egl::Surface *surface)
{
Current *current = (Current*)TlsGetValue(currentTLS);
current->context = context;
current->display = display;
if (context && display && surface)
{
context->makeCurrent(display, surface);
}
}
Context *getContext()
{
Current *current = (Current*)TlsGetValue(currentTLS);
return current->context;
}
IDirect3DDevice9 *getDevice()
{
Current *current = (Current*)TlsGetValue(currentTLS);
egl::Display *display = current->display;
return display->getDevice();
}
}
// Records an error code
void error(GLenum errorCode)
{
gl::Context *context = glGetCurrentContext();
if (context)
{
switch (errorCode)
{
case GL_INVALID_ENUM:
context->recordInvalidEnum();
gl::trace("\t! Error generated: invalid enum\n");
break;
case GL_INVALID_VALUE:
context->recordInvalidValue();
gl::trace("\t! Error generated: invalid value\n");
break;
case GL_INVALID_OPERATION:
context->recordInvalidOperation();
gl::trace("\t! Error generated: invalid operation\n");
break;
case GL_OUT_OF_MEMORY:
context->recordOutOfMemory();
gl::trace("\t! Error generated: out of memory\n");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
context->recordInvalidFramebufferOperation();
gl::trace("\t! Error generated: invalid framebuffer operation\n");
break;
default: UNREACHABLE();
}
}
}