/* * Copyright(C) 2015 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 #include #include #include struct { GLboolean scissorEnabled; } gState; void glGenCommon(GLsizei n, GLuint *buffers) { static GLuint nextId = 0; int i; for(i = 0; i < n; i++) { buffers[i] = ++nextId; } } void glGenBuffers(GLsizei n, GLuint *buffers) { glGenCommon(n, buffers); } void glGenFramebuffers(GLsizei n, GLuint *framebuffers) { glGenCommon(n, framebuffers); } void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) { glGenCommon(n, renderbuffers); } void glGenTextures(GLsizei n, GLuint *textures) { glGenCommon(n, textures); } GLuint glCreateProgram(void) { static GLuint nextProgram = 0; return ++nextProgram; } GLuint glCreateShader(GLenum type) { static GLuint nextShader = 0; return ++nextShader; } void glGetProgramiv(GLuint program, GLenum pname, GLint *params) { switch (pname) { case GL_DELETE_STATUS: case GL_LINK_STATUS: case GL_VALIDATE_STATUS: *params = GL_TRUE; break; case GL_INFO_LOG_LENGTH: *params = 16; break; } } void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { *length = snprintf(infoLog, bufSize, "success"); if (*length >= bufSize) { *length = bufSize - 1; } } void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) { switch (pname) { case GL_COMPILE_STATUS: case GL_DELETE_STATUS: *params = GL_TRUE; } } void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { *length = snprintf(infoLog, bufSize, "success"); if (*length >= bufSize) { *length = bufSize - 1; } } void setBooleanState(GLenum cap, GLboolean value) { switch (cap) { case GL_SCISSOR_TEST: gState.scissorEnabled = value; break; } } void glEnable(GLenum cap) { setBooleanState(cap, GL_TRUE); } void glDisable(GLenum cap) { setBooleanState(cap, GL_FALSE); } GLboolean glIsEnabled(GLenum cap) { switch (cap) { case GL_SCISSOR_TEST: return gState.scissorEnabled; default: return GL_FALSE; } } void glGetIntegerv(GLenum pname, GLint *data) { switch (pname) { case GL_MAX_TEXTURE_SIZE: *data = 2048; break; case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *data = 4; break; default: *data = 0; } } const char* getString(GLenum name) { switch (name) { case GL_VENDOR: return "android"; case GL_RENDERER: return "null"; case GL_VERSION: return "OpenGL ES 2.0 rev1"; case GL_SHADING_LANGUAGE_VERSION: return "OpenGL ES GLSL ES 2.0 rev1"; case GL_EXTENSIONS: default: return ""; } } const GLubyte* glGetString(GLenum name) { return (GLubyte*) getString(name); } void glActiveTexture(GLenum texture) {} void glAttachShader(GLuint program, GLuint shader) {} void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) {} void glBindBuffer(GLenum target, GLuint buffer) {} void glBindFramebuffer(GLenum target, GLuint framebuffer) {} void glBindRenderbuffer(GLenum target, GLuint renderbuffer) {} void glBindTexture(GLenum target, GLuint texture) {} void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {} void glBlendEquation(GLenum mode) {} void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {} void glBlendFunc(GLenum sfactor, GLenum dfactor) {} void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {} void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage) {} void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) {} void glClear(GLbitfield mask) {} void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {} void glClearDepthf(GLfloat d) {} void glClearStencil(GLint s) {} void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {} void glCompileShader(GLuint shader) {} void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {} void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {} void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {} void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {} void glCullFace(GLenum mode) {} void glDeleteBuffers(GLsizei n, const GLuint *buffers) {} void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {} void glDeleteProgram(GLuint program) {} void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {} void glDeleteShader(GLuint shader) {} void glDeleteTextures(GLsizei n, const GLuint *textures) {} void glDepthFunc(GLenum func) {} void glDepthMask(GLboolean flag) {} void glDepthRangef(GLfloat n, GLfloat f) {} void glDetachShader(GLuint program, GLuint shader) {} void glDisableVertexAttribArray(GLuint index) {} void glDrawArrays(GLenum mode, GLint first, GLsizei count) {} void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) {} void glEnableVertexAttribArray(GLuint index) {} void glFinish(void) {} void glFlush(void) {} void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {} void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {} void glFrontFace(GLenum mode) {} void glGenerateMipmap(GLenum target) {} GLint glGetAttribLocation(GLuint program, const GLchar *name) { return 1; } GLenum glGetError(void) { return GL_NO_ERROR; } GLint glGetUniformLocation(GLuint program, const GLchar *name) { return 2; } void glHint(GLenum target, GLenum mode) {} void glLineWidth(GLfloat width) {} void glLinkProgram(GLuint program) {} void glPixelStorei(GLenum pname, GLint param) {} void glPolygonOffset(GLfloat factor, GLfloat units) {} void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) {} void glReleaseShaderCompiler(void) {} void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {} void glSampleCoverage(GLfloat value, GLboolean invert) {} void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {} void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) {} void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {} void glStencilFunc(GLenum func, GLint ref, GLuint mask) {} void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {} void glStencilMask(GLuint mask) {} void glStencilMaskSeparate(GLenum face, GLuint mask) {} void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {} void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {} void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) {} void glTexParameterf(GLenum target, GLenum pname, GLfloat param) {} void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) {} void glTexParameteri(GLenum target, GLenum pname, GLint param) {} void glTexParameteriv(GLenum target, GLenum pname, const GLint *params) {} void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {} void glUniform1f(GLint location, GLfloat v0) {} void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) {} void glUniform1i(GLint location, GLint v0) {} void glUniform1iv(GLint location, GLsizei count, const GLint *value) {} void glUniform2f(GLint location, GLfloat v0, GLfloat v1) {} void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) {} void glUniform2i(GLint location, GLint v0, GLint v1) {} void glUniform2iv(GLint location, GLsizei count, const GLint *value) {} void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {} void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) {} void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {} void glUniform3iv(GLint location, GLsizei count, const GLint *value) {} void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {} void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) {} void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {} void glUniform4iv(GLint location, GLsizei count, const GLint *value) {} void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void glUseProgram(GLuint program) {} void glValidateProgram(GLuint program) {} void glVertexAttrib1f(GLuint index, GLfloat x) {} void glVertexAttrib1fv(GLuint index, const GLfloat *v) {} void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {} void glVertexAttrib2fv(GLuint index, const GLfloat *v) {} void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {} void glVertexAttrib3fv(GLuint index, const GLfloat *v) {} void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {} void glVertexAttrib4fv(GLuint index, const GLfloat *v) {} void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {} void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {} // gles2 ext void glInsertEventMarkerEXT(GLsizei length, const GLchar *marker) {} void glPushGroupMarkerEXT(GLsizei length, const GLchar *marker) {} void glPopGroupMarkerEXT(void) {} void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum *attachments) {} void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask) {} void glEndTilingQCOM(GLbitfield preserveMask) {} void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image) {} // GLES3 void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return 0; } GLboolean glUnmapBuffer(GLenum target) { return GL_FALSE; }