src/ascension/glcontext.h

Thu, 29 May 2025 11:20:49 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 29 May 2025 11:20:49 +0200
changeset 127
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parent 125
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child 137
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permissions
-rw-r--r--

remove unused context variable

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #ifndef ASCENSION_GLCONTEXT_H
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29 #define ASCENSION_GLCONTEXT_H
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30
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31 #include <SDL2/SDL.h>
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32
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33 #include <cx/list.h>
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34
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35 #include "shader.h"
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36 #include "texture.h"
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37
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38 typedef struct AscGLContextSettings {
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39 int gl_major_version;
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40 int gl_minor_version;
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41 int vsync;
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42 int depth_size;
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43 } AscGLContextSettings;
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44
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45 enum AscDefaultTextures2d {
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46 ASC_TEXTURE_2D_EMPTY_1X1_IDX = 0,
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47 ASC_TEXTURE_2D_COUNT
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48 };
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49
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50 enum AscDefaultTexturesRect {
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51 ASC_TEXTURE_RECT_EMPTY_1X1_IDX = 0,
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52 ASC_TEXTURE_RECT_COUNT
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53 };
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54
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55 typedef struct AscGLContext {
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56 SDL_Window *window;
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57 SDL_GLContext glctx;
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58 CxList *cleanup_funcs;
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59 // TODO: find a better way to store the dummy textures
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60 AscTexture textures_2d[ASC_TEXTURE_2D_COUNT];
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61 AscTexture textures_rect[ASC_TEXTURE_RECT_COUNT];
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62 struct {
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63 AscShaderSprite sprite;
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64 } shader;
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65 } AscGLContext;
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66
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67 #define asc_active_glctx (&asc_active_window->glctx)
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68 #define ASC_TEXTURE_2D_EMPTY_1X1 (&asc_active_glctx->textures_2d[ASC_TEXTURE_2D_EMPTY_1X1_IDX])
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69 #define ASC_TEXTURE_RECT_EMPTY_1X1 (&asc_active_glctx->textures_rect[ASC_TEXTURE_RECT_EMPTY_1X1_IDX])
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70 #define ASC_SHADER_SPRITE (&asc_active_glctx->shader.sprite)
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71
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72 bool asc_gl_context_initialize(
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73 AscGLContext *ctx,
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74 SDL_Window *window,
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75 AscGLContextSettings const *settings
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76 );
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77
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78 void asc_gl_context_destroy(AscGLContext *ctx);
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79
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80 static inline void asc_gl_context_activate(AscGLContext *ctx) {
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81 SDL_GL_MakeCurrent(ctx->window, ctx->glctx);
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82 }
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83
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84 void asc_gl_context_add_cleanup_func(AscGLContext *ctx, void(*func)(void));
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85 void asc_gl_context_add_cleanup_func2(AscGLContext *ctx, void(*func)(void*), void *memory);
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86 void asc_gl_context_add_cleanup_func3(AscGLContext *ctx, void(*func)(void*,void*), void *memory, void *additional_data);
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87
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88 #endif //ASCENSION_GLCONTEXT_H

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