/* * Copyright 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "GLESv2Decoder.h" #include #include #include static inline void* SafePointerFromUInt(GLuint value) { return (void*)(uintptr_t)value; } GLESv2Decoder::GLESv2Decoder() { m_contextData = NULL; m_GL2library = NULL; } GLESv2Decoder::~GLESv2Decoder() { delete m_GL2library; } void *GLESv2Decoder::s_getProc(const char *name, void *userData) { GLESv2Decoder *ctx = (GLESv2Decoder *) userData; if (ctx == NULL || ctx->m_GL2library == NULL) { return NULL; } void *func = NULL; #ifdef USE_EGL_GETPROCADDRESS func = (void *) eglGetProcAddress(name); #endif if (func == NULL) { func = (void *) ctx->m_GL2library->findSymbol(name); } return func; } int GLESv2Decoder::initGL(get_proc_func_t getProcFunc, void *getProcFuncData) { this->initDispatchByName(getProcFunc, getProcFuncData); glGetCompressedTextureFormats = s_glGetCompressedTextureFormats; glVertexAttribPointerData = s_glVertexAttribPointerData; glVertexAttribPointerOffset = s_glVertexAttribPointerOffset; glDrawElementsOffset = s_glDrawElementsOffset; glDrawElementsData = s_glDrawElementsData; glShaderString = s_glShaderString; glFinishRoundTrip = s_glFinishRoundTrip; return 0; } int GLESv2Decoder::s_glFinishRoundTrip(void *self) { GLESv2Decoder *ctx = (GLESv2Decoder *)self; ctx->glFinish(); return 0; } void GLESv2Decoder::s_glGetCompressedTextureFormats(void *self, int count, GLint *formats) { GLESv2Decoder *ctx = (GLESv2Decoder *) self; int nFormats; ctx->glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &nFormats); if (nFormats > count) { fprintf(stderr, "%s: GetCompressedTextureFormats: The requested number of formats does not match the number that is reported by OpenGL\n", __FUNCTION__); } else { ctx->glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats); } } void GLESv2Decoder::s_glVertexAttribPointerData(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void * data, GLuint datalen) { GLESv2Decoder *ctx = (GLESv2Decoder *) self; if (ctx->m_contextData != NULL) { ctx->m_contextData->storePointerData(indx, data, datalen); // note - the stride of the data is always zero when it comes out of the codec. // See gl2.attrib for the packing function call. ctx->glVertexAttribPointer(indx, size, type, normalized, 0, ctx->m_contextData->pointerData(indx)); } } void GLESv2Decoder::s_glVertexAttribPointerOffset(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint data) { GLESv2Decoder *ctx = (GLESv2Decoder *) self; ctx->glVertexAttribPointer(indx, size, type, normalized, stride, SafePointerFromUInt(data)); } void GLESv2Decoder::s_glDrawElementsData(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen) { GLESv2Decoder *ctx = (GLESv2Decoder *)self; ctx->glDrawElements(mode, count, type, data); } void GLESv2Decoder::s_glDrawElementsOffset(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset) { GLESv2Decoder *ctx = (GLESv2Decoder *)self; ctx->glDrawElements(mode, count, type, SafePointerFromUInt(offset)); } void GLESv2Decoder::s_glShaderString(void *self, GLuint shader, const GLchar* string, GLsizei len) { GLESv2Decoder *ctx = (GLESv2Decoder *)self; ctx->glShaderSource(shader, 1, &string, NULL); }