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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.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.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Export.hpp>
#include <memory>
namespace sf
{
using ContextDestroyCallback = void (*)(void*);
////////////////////////////////////////////////////////////
/// \brief Base class for classes that require an OpenGL context
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API GlResource
{
protected:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
GlResource();
////////////////////////////////////////////////////////////
/// \brief Register an OpenGL object to be destroyed when its containing context is destroyed
///
/// This is used for internal purposes in order to properly
/// clean up OpenGL resources that cannot be shared between
/// contexts.
///
/// \param object Object to be destroyed when its containing context is destroyed
///
////////////////////////////////////////////////////////////
static void registerUnsharedGlObject(std::shared_ptr<void> object);
////////////////////////////////////////////////////////////
/// \brief Unregister an OpenGL object from its containing context
///
/// \param object Object to be unregistered
///
////////////////////////////////////////////////////////////
static void unregisterUnsharedGlObject(std::shared_ptr<void> object);
////////////////////////////////////////////////////////////
/// \brief RAII helper class to temporarily lock an available context for use
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API TransientContextLock
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
TransientContextLock();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~TransientContextLock();
////////////////////////////////////////////////////////////
/// \brief Deleted copy constructor
///
////////////////////////////////////////////////////////////
TransientContextLock(const TransientContextLock&) = delete;
////////////////////////////////////////////////////////////
/// \brief Deleted copy assignment
///
////////////////////////////////////////////////////////////
TransientContextLock& operator=(const TransientContextLock&) = delete;
};
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::shared_ptr<void> m_sharedContext; //!< Shared context used to link all contexts together for resource sharing
};
} // namespace sf
////////////////////////////////////////////////////////////
/// \class sf::GlResource
/// \ingroup window
///
/// This class is for internal use only, it must be the base
/// of every class that requires a valid OpenGL context in
/// order to work.
///
////////////////////////////////////////////////////////////
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