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/*
* Copyright (C) 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.
*/
#ifndef RSD_GL_H
#define RSD_GL_H
#include <rs_hal.h>
#include <EGL/egl.h>
#define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWatchdogGL(NULL, 0, NULL)
class RsdShaderCache;
class RsdVertexArrayState;
class RsdFrameBufferObj;
typedef void (* InvokeFunc_t)(void);
typedef void (*WorkerCallback_t)(void *usr, uint32_t idx);
typedef struct RsdGLRec {
struct {
EGLint numConfigs;
EGLint majorVersion;
EGLint minorVersion;
EGLConfig config;
EGLContext context;
EGLSurface surface;
EGLSurface surfaceDefault;
EGLDisplay display;
} egl;
struct {
const uint8_t * vendor;
const uint8_t * renderer;
const uint8_t * version;
const uint8_t * extensions;
uint32_t majorVersion;
uint32_t minorVersion;
int32_t maxVaryingVectors;
int32_t maxTextureImageUnits;
int32_t maxFragmentTextureImageUnits;
int32_t maxFragmentUniformVectors;
int32_t maxVertexAttribs;
int32_t maxVertexUniformVectors;
int32_t maxVertexTextureUnits;
bool OES_texture_npot;
bool GL_IMG_texture_npot;
bool GL_NV_texture_npot_2D_mipmap;
float EXT_texture_max_aniso;
} gl;
ANativeWindow *wndSurface;
uint32_t width;
uint32_t height;
RsdShaderCache *shaderCache;
RsdVertexArrayState *vertexArrayState;
RsdFrameBufferObj *currentFrameBuffer;
} RsdGL;
bool rsdGLInit(const android::renderscript::Context *rsc);
void rsdGLShutdown(const android::renderscript::Context *rsc);
bool rsdGLSetSurface(const android::renderscript::Context *rsc,
uint32_t w, uint32_t h, RsNativeWindow sur);
void rsdGLSwap(const android::renderscript::Context *rsc);
void rsdGLCheckError(const android::renderscript::Context *rsc,
const char *msg, bool isFatal = false);
void rsdGLSetPriority(const android::renderscript::Context *rsc,
int32_t priority);
#endif
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