kolibrios/contrib/sdk/sources/Mesa/mesa-10.6.0/include/HaikuGL/GLRenderer.h
Sergey Semyonov (Serge) 0471f48b2c add mesa-10.6.0
git-svn-id: svn://kolibrios.org@5564 a494cfbc-eb01-0410-851d-a64ba20cac60
2015-06-01 07:08:00 +00:00

77 lines
2.2 KiB
C++

/*
* Copyright 2006, Philippe Houdoin. All rights reserved.
* Distributed under the terms of the MIT License.
* This header defines BGLRenderer, the base class making up
* the Haiku GL renderer add-ons (essentially selfcontained C++
* shared libraries that do the actual rendering such as
* libswpipe.so and libswrast.so)
*/
#ifndef GLRENDERER_H
#define GLRENDERER_H
#include <BeBuild.h>
#include <GLView.h>
class BGLDispatcher;
class GLRendererRoster;
typedef unsigned long renderer_id;
class BGLRenderer
{
// Private unimplemented copy constructors
BGLRenderer(const BGLRenderer &);
BGLRenderer & operator=(const BGLRenderer &);
public:
BGLRenderer(BGLView *view, ulong bgl_options,
BGLDispatcher *dispatcher);
virtual ~BGLRenderer();
void Acquire();
void Release();
virtual void LockGL();
virtual void UnlockGL();
virtual void SwapBuffers(bool VSync = false);
virtual void Draw(BRect updateRect);
virtual status_t CopyPixelsOut(BPoint source, BBitmap *dest);
virtual status_t CopyPixelsIn(BBitmap *source, BPoint dest);
virtual void FrameResized(float width, float height);
virtual void DirectConnected(direct_buffer_info *info);
virtual void EnableDirectMode(bool enabled);
inline int32 ReferenceCount() const { return fRefCount; };
inline ulong Options() const { return fOptions; };
inline BGLView* GLView() { return fView; };
inline BGLDispatcher* GLDispatcher() { return fDispatcher; };
private:
friend class GLRendererRoster;
virtual status_t _Reserved_Renderer_0(int32, void *);
virtual status_t _Reserved_Renderer_1(int32, void *);
virtual status_t _Reserved_Renderer_2(int32, void *);
virtual status_t _Reserved_Renderer_3(int32, void *);
virtual status_t _Reserved_Renderer_4(int32, void *);
int32 fRefCount; // How much we're still useful
BGLView* fView; // Never forget who is the boss!
ulong fOptions; // Keep that tune in memory
BGLDispatcher* fDispatcher;// Our personal GL API call dispatcher
GLRendererRoster* fOwningRoster;
renderer_id fID;
};
extern "C" _EXPORT BGLRenderer* instantiate_gl_renderer(BGLView *view, ulong options, BGLDispatcher *dispatcher);
#endif // GLRENDERER_H