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main.cpp
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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// main.cpp: DLLMain and management of thread-local data.
#include "main.h"
#if !defined(_MSC_VER)
#define CONSTRUCTOR __attribute__((constructor))
#define DESTRUCTOR __attribute__((destructor))
#else
#define CONSTRUCTOR
#define DESTRUCTOR
#endif
static void glAttachThread()
{
TRACE("()");
}
static void glDetachThread()
{
TRACE("()");
}
CONSTRUCTOR static void glAttachProcess()
{
TRACE("()");
glAttachThread();
}
DESTRUCTOR static void glDetachProcess()
{
TRACE("()");
glDetachThread();
}
#if defined(_WIN32)
extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
{
switch(reason)
{
case DLL_PROCESS_ATTACH:
glAttachProcess();
break;
case DLL_THREAD_ATTACH:
glAttachThread();
break;
case DLL_THREAD_DETACH:
glDetachThread();
break;
case DLL_PROCESS_DETACH:
glDetachProcess();
break;
default:
break;
}
return TRUE;
}
#endif
namespace es2
{
Context *getContextLocked()
{
egl::Context *context = libEGL->clientGetCurrentContext();
if(context && (context->getClientVersion() == 2 ||
context->getClientVersion() == 3))
{
return static_cast<es2::Context*>(context);
}
return nullptr;
}
ContextPtr getContext()
{
return ContextPtr{getContextLocked()};
}
Device *getDevice()
{
Context *context = getContextLocked();
return context ? context->getDevice() : nullptr;
}
// Records an error code
// Assumed to already hold the context lock for the current context
void error(GLenum errorCode)
{
es2::Context *context = es2::getContextLocked();
if(context)
{
switch(errorCode)
{
case GL_INVALID_ENUM:
context->recordInvalidEnum();
TRACE("\t! Error generated: invalid enum\n");
break;
case GL_INVALID_VALUE:
context->recordInvalidValue();
TRACE("\t! Error generated: invalid value\n");
break;
case GL_INVALID_OPERATION:
context->recordInvalidOperation();
TRACE("\t! Error generated: invalid operation\n");
break;
case GL_OUT_OF_MEMORY:
context->recordOutOfMemory();
TRACE("\t! Error generated: out of memory\n");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
context->recordInvalidFramebufferOperation();
TRACE("\t! Error generated: invalid framebuffer operation\n");
break;
default: UNREACHABLE(errorCode);
}
}
}
}
namespace egl
{
GLint getClientVersion()
{
Context *context = libEGL->clientGetCurrentContext();
return context ? context->getClientVersion() : 0;
}
}