glfw/src/wgl_platform.h
Camilla Berglund d82f068f7e Reintroduced manual framebuffer config selection.
The default behavior of WGL, EGL and GLX is to choose a config that has
/at least/ the specified number of bits, whereas the GLFW 2 behavior was
to choose the closest match with very few hard constraints.  Moving the
responsibility of finding the supported minimum values to the client was
problematic, as there's no way to enumerate supported configurations,
forcing the client to perform multiple (and slow) window/context
creation attempts.  Not even the currently set defaults (24-bit color
and depth, 8-bit stencil) is universally supported, as bug reports show.
2013-05-13 15:58:36 +02:00

87 lines
3.5 KiB
C

//========================================================================
// GLFW - An OpenGL library
// Platform: WGL
// API version: 3.0
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#ifndef _wgl_platform_h_
#define _wgl_platform_h_
// This path may need to be changed if you build GLFW using your own setup
// We ship and use our own copy of wglext.h since GLFW uses fairly new
// extensions and not all operating systems come with an up-to-date version
#include "../deps/GL/wglext.h"
#define _GLFW_PLATFORM_FBCONFIG int wgl
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextWGL wgl
#define _GLFW_PLATFORM_LIBRARY_OPENGL_STATE _GLFWlibraryWGL wgl
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific OpenGL context structure
//------------------------------------------------------------------------
typedef struct _GLFWcontextWGL
{
// Platform specific window resources
HDC dc; // Private GDI device context
HGLRC context; // Permanent rendering context
// Platform specific extensions (context specific)
PFNWGLSWAPINTERVALEXTPROC SwapIntervalEXT;
PFNWGLGETPIXELFORMATATTRIBIVARBPROC GetPixelFormatAttribivARB;
PFNWGLGETEXTENSIONSSTRINGEXTPROC GetExtensionsStringEXT;
PFNWGLGETEXTENSIONSSTRINGARBPROC GetExtensionsStringARB;
PFNWGLCREATECONTEXTATTRIBSARBPROC CreateContextAttribsARB;
GLboolean EXT_swap_control;
GLboolean ARB_multisample;
GLboolean ARB_framebuffer_sRGB;
GLboolean ARB_pixel_format;
GLboolean ARB_create_context;
GLboolean ARB_create_context_profile;
GLboolean EXT_create_context_es2_profile;
GLboolean ARB_create_context_robustness;
} _GLFWcontextWGL;
//------------------------------------------------------------------------
// Platform-specific library global data for WGL
//------------------------------------------------------------------------
typedef struct _GLFWlibraryWGL
{
GLboolean hasTLS;
DWORD current;
} _GLFWlibraryWGL;
#endif // _wgl_platform_h_