Wed, 23 Apr 2025 23:59:34 +0200
add memory pool to gl context
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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 "primitives.h" |
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34 | #include "shader.h" |
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35 | #include "texture.h" |
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36 | |
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37 | #include <cx/mempool.h> |
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38 | |
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39 | typedef struct AscGLContextSettings { |
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40 | int gl_major_version; |
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41 | int gl_minor_version; |
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42 | int vsync; |
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43 | int depth_size; |
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44 | } AscGLContextSettings; |
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45 | |
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46 | enum AscDefaultPrimitives { |
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47 | ASC_PRIMITIVE_PLANE_IDX = 0, |
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48 | ASC_PRIMITIVE_COUNT |
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49 | }; |
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50 | |
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51 | enum AscDefaultTextures2d { |
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52 | ASC_TEXTURE_2D_EMPTY_1X1_IDX = 0, |
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53 | ASC_TEXTURE_2D_COUNT |
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54 | }; |
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55 | |
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56 | enum AscDefaultTexturesRect { |
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57 | ASC_TEXTURE_RECT_EMPTY_1X1_IDX = 0, |
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58 | ASC_TEXTURE_RECT_COUNT |
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59 | }; |
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60 | |
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61 | typedef struct AscGLContext { |
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62 | SDL_Window *window; |
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63 | CxMempool *mpool; |
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64 | SDL_GLContext glctx; |
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65 | AscMesh primitives[ASC_PRIMITIVE_COUNT]; |
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66 | AscTexture textures_2d[ASC_TEXTURE_2D_COUNT]; |
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67 | AscTexture textures_rect[ASC_TEXTURE_RECT_COUNT]; |
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68 | struct { |
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69 | AscShaderSprite sprite; |
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70 | } shader; |
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71 | } AscGLContext; |
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72 | |
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73 | #define asc_active_glctx (&asc_active_window->glctx) |
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74 | #define asc_active_glctx_mpool asc_active_window->glctx.mpool |
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75 | #define ASC_PRIMITIVE_PLANE (&asc_active_glctx->primitives[ASC_PRIMITIVE_PLANE_IDX]) |
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76 | #define ASC_TEXTURE_2D_EMPTY_1X1 (&asc_active_glctx->textures_2d[ASC_TEXTURE_2D_EMPTY_1X1_IDX]) |
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77 | #define ASC_TEXTURE_RECT_EMPTY_1X1 (&asc_active_glctx->textures_rect[ASC_TEXTURE_RECT_EMPTY_1X1_IDX]) |
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78 | #define ASC_SHADER_SPRITE (&asc_active_glctx->shader.sprite) |
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79 | |
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80 | __attribute__((__nonnull__, __warn_unused_result__)) |
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81 | bool asc_gl_context_initialize( |
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82 | AscGLContext *ctx, |
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83 | SDL_Window *window, |
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84 | AscGLContextSettings const *settings |
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85 | ); |
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86 | |
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87 | __attribute__((__nonnull__)) |
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88 | void asc_gl_context_destroy(AscGLContext *ctx); |
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89 | |
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90 | __attribute__((__nonnull__)) |
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91 | static inline void asc_gl_context_activate(AscGLContext *ctx) { |
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92 | SDL_GL_MakeCurrent(ctx->window, ctx->glctx); |
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93 | } |
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94 | |
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95 | #endif //ASCENSION_GLCONTEXT_H |