glx: Remove ->forceCurrent from the context vtable

All the implementations of makeCurrent and forceCurrent are identical,
so just use makeCurrent everywhere.

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Adam Jackson <ajax@redhat.com>
This commit is contained in:
Adam Jackson 2011-03-18 17:03:09 -04:00
parent a48dadc98a
commit c327d07cc6
7 changed files with 1 additions and 68 deletions

View File

@ -53,8 +53,6 @@ struct __GLXcontext {
int (*copy) (__GLXcontext *dst,
__GLXcontext *src,
unsigned long mask);
int (*forceCurrent) (__GLXcontext *context);
Bool (*wait) (__GLXcontext *context,
__GLXclientState *cl,
int *error);

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@ -335,19 +335,6 @@ __glXDRIcontextCopy(__GLXcontext *baseDst, __GLXcontext *baseSrc,
src->driContext, mask);
}
static int
__glXDRIcontextForceCurrent(__GLXcontext *baseContext)
{
__GLXDRIcontext *context = (__GLXDRIcontext *) baseContext;
__GLXDRIdrawable *draw = (__GLXDRIdrawable *) baseContext->drawPriv;
__GLXDRIdrawable *read = (__GLXDRIdrawable *) baseContext->readPriv;
__GLXDRIscreen *screen = (__GLXDRIscreen *) context->base.pGlxScreen;
return (*screen->core->bindContext)(context->driContext,
draw->driDrawable,
read->driDrawable);
}
static void
glxFillAlphaChannel (CARD32 *pixels, CARD32 rowstride, int width, int height)
{
@ -641,7 +628,6 @@ __glXDRIscreenCreateContext(__GLXscreen *baseScreen,
context->base.makeCurrent = __glXDRIcontextMakeCurrent;
context->base.loseCurrent = __glXDRIcontextLoseCurrent;
context->base.copy = __glXDRIcontextCopy;
context->base.forceCurrent = __glXDRIcontextForceCurrent;
context->base.textureFromPixmap = &__glXDRItextureFromPixmap;
/* Find the requested X visual */

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@ -283,19 +283,6 @@ __glXDRIcontextCopy(__GLXcontext *baseDst, __GLXcontext *baseSrc,
src->driContext, mask);
}
static int
__glXDRIcontextForceCurrent(__GLXcontext *baseContext)
{
__GLXDRIcontext *context = (__GLXDRIcontext *) baseContext;
__GLXDRIdrawable *draw = (__GLXDRIdrawable *) baseContext->drawPriv;
__GLXDRIdrawable *read = (__GLXDRIdrawable *) baseContext->readPriv;
__GLXDRIscreen *screen = (__GLXDRIscreen *) context->base.pGlxScreen;
return (*screen->core->bindContext)(context->driContext,
draw->driDrawable,
read->driDrawable);
}
static Bool
__glXDRIcontextWait(__GLXcontext *baseContext,
__GLXclientState *cl, int *error)
@ -411,7 +398,6 @@ __glXDRIscreenCreateContext(__GLXscreen *baseScreen,
context->base.makeCurrent = __glXDRIcontextMakeCurrent;
context->base.loseCurrent = __glXDRIcontextLoseCurrent;
context->base.copy = __glXDRIcontextCopy;
context->base.forceCurrent = __glXDRIcontextForceCurrent;
context->base.textureFromPixmap = &__glXDRItextureFromPixmap;
context->base.wait = __glXDRIcontextWait;

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@ -174,19 +174,6 @@ __glXDRIcontextCopy(__GLXcontext *baseDst, __GLXcontext *baseSrc,
src->driContext, mask);
}
static int
__glXDRIcontextForceCurrent(__GLXcontext *baseContext)
{
__GLXDRIcontext *context = (__GLXDRIcontext *) baseContext;
__GLXDRIdrawable *draw = (__GLXDRIdrawable *) baseContext->drawPriv;
__GLXDRIdrawable *read = (__GLXDRIdrawable *) baseContext->readPriv;
__GLXDRIscreen *screen = (__GLXDRIscreen *) context->base.pGlxScreen;
return (*screen->core->bindContext)(context->driContext,
draw->driDrawable,
read->driDrawable);
}
#ifdef __DRI_TEX_BUFFER
static int
@ -289,7 +276,6 @@ __glXDRIscreenCreateContext(__GLXscreen *baseScreen,
context->base.makeCurrent = __glXDRIcontextMakeCurrent;
context->base.loseCurrent = __glXDRIcontextLoseCurrent;
context->base.copy = __glXDRIcontextCopy;
context->base.forceCurrent = __glXDRIcontextForceCurrent;
context->base.textureFromPixmap = &__glXDRItextureFromPixmap;
context->driContext =

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@ -420,7 +420,7 @@ __GLXcontext *__glXForceCurrent(__GLXclientState *cl, GLXContextTag tag,
/* Make this context the current one for the GL. */
if (!cx->isDirect) {
if (!(*cx->forceCurrent)(cx)) {
if (!(*cx->makeCurrent)(cx)) {
/* Bind failed, and set the error code. Bummer */
cl->client->errorValue = cx->id;
*error = __glXError(GLXBadContextState);

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@ -174,7 +174,6 @@ static __GLXdrawable * __glXAquaScreenCreateDrawable(ClientPtr client, __GLXscre
static void __glXAquaContextDestroy(__GLXcontext *baseContext);
static int __glXAquaContextMakeCurrent(__GLXcontext *baseContext);
static int __glXAquaContextLoseCurrent(__GLXcontext *baseContext);
static int __glXAquaContextForceCurrent(__GLXcontext *baseContext);
static int __glXAquaContextCopy(__GLXcontext *baseDst, __GLXcontext *baseSrc, unsigned long mask);
static CGLPixelFormatObj makeFormat(__GLXconfig *conf);
@ -235,7 +234,6 @@ __glXAquaScreenCreateContext(__GLXscreen *screen,
context->base.makeCurrent = __glXAquaContextMakeCurrent;
context->base.loseCurrent = __glXAquaContextLoseCurrent;
context->base.copy = __glXAquaContextCopy;
context->base.forceCurrent = __glXAquaContextForceCurrent;
/*FIXME verify that the context->base is fully initialized. */
context->pixelFormat = makeFormat(conf);
@ -458,19 +456,6 @@ static int __glXAquaContextCopy(__GLXcontext *baseDst, __GLXcontext *baseSrc, un
return gl_err == 0;
}
static int __glXAquaContextForceCurrent(__GLXcontext *baseContext)
{
CGLError gl_err;
__GLXAquaContext *context = (__GLXAquaContext *) baseContext;
GLAQUA_DEBUG_MSG("glAquaForceCurrent (ctx %p)\n", context->ctx);
gl_err = CGLSetCurrentContext(context->ctx);
if (gl_err != 0)
ErrorF("CGLSetCurrentContext error: %s\n", CGLErrorString(gl_err));
return gl_err == 0;
}
/* Drawing surface notification callbacks */
static GLboolean __glXAquaDrawableSwapBuffers(ClientPtr client, __GLXdrawable *base) {
CGLError err;

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@ -1480,13 +1480,6 @@ glxWinContextCopy(__GLXcontext *dst_base, __GLXcontext *src_base, unsigned long
return ret;
}
static int
glxWinContextForceCurrent(__GLXcontext *base)
{
/* wglMakeCurrent always flushes the previous context, so this is equivalent to glxWinContextMakeCurrent */
return glxWinContextMakeCurrent(base);
}
static void
glxWinContextDestroy(__GLXcontext *base)
{
@ -1541,7 +1534,6 @@ glxWinCreateContext(__GLXscreen *screen,
context->base.makeCurrent = glxWinContextMakeCurrent;
context->base.loseCurrent = glxWinContextLoseCurrent;
context->base.copy = glxWinContextCopy;
context->base.forceCurrent = glxWinContextForceCurrent;
context->base.textureFromPixmap = &glxWinTextureFromPixmap;
context->base.config = modes;
context->base.pGlxScreen = screen;