Tue, 20 May 2025 19:29:20 +0200
remove GCC attributes which are rarely helpful - resolves #663
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #ifndef ASCENSION_GLCONTEXT_H #define ASCENSION_GLCONTEXT_H #include <SDL2/SDL.h> #include <cx/list.h> #include "shader.h" #include "texture.h" typedef struct AscGLContextSettings { int gl_major_version; int gl_minor_version; int vsync; int depth_size; } AscGLContextSettings; enum AscDefaultTextures2d { ASC_TEXTURE_2D_EMPTY_1X1_IDX = 0, ASC_TEXTURE_2D_COUNT }; enum AscDefaultTexturesRect { ASC_TEXTURE_RECT_EMPTY_1X1_IDX = 0, ASC_TEXTURE_RECT_COUNT }; typedef struct AscGLContext { SDL_Window *window; SDL_GLContext glctx; CxList *cleanup_funcs; // TODO: find a better way to store the dummy textures AscTexture textures_2d[ASC_TEXTURE_2D_COUNT]; AscTexture textures_rect[ASC_TEXTURE_RECT_COUNT]; struct { AscShaderSprite sprite; } shader; } AscGLContext; #define asc_active_glctx (&asc_active_window->glctx) #define ASC_TEXTURE_2D_EMPTY_1X1 (&asc_active_glctx->textures_2d[ASC_TEXTURE_2D_EMPTY_1X1_IDX]) #define ASC_TEXTURE_RECT_EMPTY_1X1 (&asc_active_glctx->textures_rect[ASC_TEXTURE_RECT_EMPTY_1X1_IDX]) #define ASC_SHADER_SPRITE (&asc_active_glctx->shader.sprite) bool asc_gl_context_initialize( AscGLContext *ctx, SDL_Window *window, AscGLContextSettings const *settings ); void asc_gl_context_destroy(AscGLContext *ctx); static inline void asc_gl_context_activate(AscGLContext *ctx) { SDL_GL_MakeCurrent(ctx->window, ctx->glctx); } void asc_gl_context_add_cleanup_func(AscGLContext *ctx, void(*func)(void)); void asc_gl_context_add_cleanup_func2(AscGLContext *ctx, void(*func)(void*), void *memory); void asc_gl_context_add_cleanup_func3(AscGLContext *ctx, void(*func)(void*,void*), void *memory, void *additional_data); #endif //ASCENSION_GLCONTEXT_H