expandospu.c revision 072f0b86f23a38efb7454da3144cbce76805be76
/* $Id$ */
/* Copyright (c) 2001, Stanford University
* All rights reserved
*
* See the file LICENSE.txt for information on redistributing this software.
*/
#include <stdio.h>
#include "cr_spu.h"
#include "cr_dlm.h"
#include "cr_mem.h"
#include "expandospu.h"
extern GLint EXPANDOSPU_APIENTRY
{
/* Allocate our own per-context record */
if (contextState == NULL) {
crError("expando: couldn't allocate per-context state");
return 0;
}
/* Get an official context ID from our super */
/* Supplement that with our DLM. In a more correct situation, we should
* see if we've been called through glXCreateContext, which has a parameter
* for sharing DLMs. We don't currently get that information, so for now
* give each context its own DLM.
*/
if (!contextState->dlm) {
crError("expando: couldn't get DLM!");
}
if (!contextState->dlmContext) {
crError("expando: couldn't get dlmContext");
}
/* The DLM needs us to use the state tracker to track client
* state, so we can compile client-state-using functions correctly.
*/
/* Associate the Expando context with the user context. */
return contextId;
}
void expando_free_context_state(void *data)
{
}
extern void EXPANDOSPU_APIENTRY
{
/* Destroy our context information */
/* Pass along the destruction to our super. */
}
extern void EXPANDOSPU_APIENTRY
{
if (expandoContextState) {
}
else {
}
}
extern void EXPANDOSPU_APIENTRY
{
crDebug("Expando SPU: expandoNewList()");
}
extern void EXPANDOSPU_APIENTRY
expandoEndList(void)
{
crDebug("Expando SPU: expandoEndList()");
crDLMEndList();
}
extern void EXPANDOSPU_APIENTRY
{
}
extern GLuint EXPANDOSPU_APIENTRY
{
return crDLMGenLists(range);
}
extern GLboolean EXPANDOSPU_APIENTRY
{
return crDLMIsList(list);
}
extern void EXPANDOSPU_APIENTRY
{
if (mode == GL_COMPILE) return;
}
/* Instead of passing through the CallList,
* expand it into its components. This will cause
* a recursion if there are any compiled CallList
* elements within the display list.
*/
}
extern void EXPANDOSPU_APIENTRY
{
if (mode == GL_COMPILE) return;
}
/* Instead of passing through the CallLists,
* expand it into its components. This will cause
* a recursion if there are any compiled CallLists
* elements within the display list.
*/
}