133 lines
4.5 KiB
C
133 lines
4.5 KiB
C
//========================================================================
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// GLFW - An OpenGL library
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// Platform: X11/GLX
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// API version: 3.0
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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void (*glXGetProcAddress(const GLubyte* procName))();
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void (*glXGetProcAddressARB(const GLubyte* procName))();
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void (*glXGetProcAddressEXT(const GLubyte* procName))();
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Make the OpenGL context associated with the specified window current
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//========================================================================
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void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
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{
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if (window)
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{
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glXMakeCurrent(_glfwLibrary.X11.display,
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window->X11.handle,
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window->GLX.context);
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}
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else
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glXMakeCurrent(_glfwLibrary.X11.display, None, NULL);
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}
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//========================================================================
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// Swap OpenGL buffers
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//========================================================================
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void _glfwPlatformSwapBuffers(void)
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{
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glXSwapBuffers(_glfwLibrary.X11.display,
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_glfwLibrary.currentWindow->X11.handle);
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}
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//========================================================================
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// Set double buffering swap interval
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//========================================================================
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void _glfwPlatformSwapInterval(int interval)
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{
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_GLFWwindow* window = _glfwLibrary.currentWindow;
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if (window->GLX.EXT_swap_control)
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{
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window->GLX.SwapIntervalEXT(_glfwLibrary.X11.display,
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window->X11.handle,
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interval);
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}
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else if (window->GLX.SGI_swap_control)
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window->GLX.SwapIntervalSGI(interval);
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}
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//========================================================================
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// Check if an OpenGL extension is available at runtime
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//========================================================================
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int _glfwPlatformExtensionSupported(const char* extension)
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{
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const GLubyte* extensions;
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// Get list of GLX extensions
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extensions = (const GLubyte*) glXQueryExtensionsString(_glfwLibrary.X11.display,
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_glfwLibrary.X11.screen);
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if (extensions != NULL)
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{
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if (_glfwStringInExtensionString(extension, extensions))
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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//========================================================================
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// Get the function pointer to an OpenGL function
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//========================================================================
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void* _glfwPlatformGetProcAddress(const char* procname)
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{
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return (void*) _glfw_glXGetProcAddress((const GLubyte*) procname);
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}
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//========================================================================
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// Copies the specified OpenGL state categories from src to dst
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//========================================================================
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void _glfwPlatformCopyContext(_GLFWwindow* src, _GLFWwindow* dst, unsigned long mask)
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{
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glXCopyContext(_glfwLibrary.X11.display,
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src->GLX.context,
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dst->GLX.context,
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mask);
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}
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