diff options
Diffstat (limited to 'emulator/opengl/system/GLESv2_enc/GL2Encoder.cpp')
-rw-r--r-- | emulator/opengl/system/GLESv2_enc/GL2Encoder.cpp | 1197 |
1 files changed, 1197 insertions, 0 deletions
diff --git a/emulator/opengl/system/GLESv2_enc/GL2Encoder.cpp b/emulator/opengl/system/GLESv2_enc/GL2Encoder.cpp new file mode 100644 index 0000000..d8fedf3 --- /dev/null +++ b/emulator/opengl/system/GLESv2_enc/GL2Encoder.cpp @@ -0,0 +1,1197 @@ +/* +* 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. +*/ + +#include "GL2Encoder.h" +#include <assert.h> +#include <ctype.h> + +#ifndef MIN +#define MIN(a, b) ((a) < (b) ? (a) : (b)) +#endif + +static GLubyte *gVendorString= (GLubyte *) "Android"; +static GLubyte *gRendererString= (GLubyte *) "Android HW-GLES 2.0"; +static GLubyte *gVersionString= (GLubyte *) "OpenGL ES 2.0"; +static GLubyte *gExtensionsString= (GLubyte *) ""; // no extensions at this point; + +#define SET_ERROR_IF(condition,err) if((condition)) { \ + ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \ + ctx->setError(err); \ + return; \ + } + + +#define RET_AND_SET_ERROR_IF(condition,err,ret) if((condition)) { \ + ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \ + ctx->setError(err); \ + return ret; \ + } + + +GL2Encoder::GL2Encoder(IOStream *stream) : gl2_encoder_context_t(stream) +{ + m_initialized = false; + m_state = NULL; + m_error = GL_NO_ERROR; + m_num_compressedTextureFormats = 0; + m_compressedTextureFormats = NULL; + //overrides + m_glFlush_enc = set_glFlush(s_glFlush); + m_glPixelStorei_enc = set_glPixelStorei(s_glPixelStorei); + m_glGetString_enc = set_glGetString(s_glGetString); + m_glBindBuffer_enc = set_glBindBuffer(s_glBindBuffer); + m_glBufferData_enc = set_glBufferData(s_glBufferData); + m_glBufferSubData_enc = set_glBufferSubData(s_glBufferSubData); + m_glDeleteBuffers_enc = set_glDeleteBuffers(s_glDeleteBuffers); + m_glDrawArrays_enc = set_glDrawArrays(s_glDrawArrays); + m_glDrawElements_enc = set_glDrawElements(s_glDrawElements); + m_glGetIntegerv_enc = set_glGetIntegerv(s_glGetIntegerv); + m_glGetFloatv_enc = set_glGetFloatv(s_glGetFloatv); + m_glGetBooleanv_enc = set_glGetBooleanv(s_glGetBooleanv); + m_glVertexAttribPointer_enc = set_glVertexAttribPointer(s_glVertexAtrribPointer); + m_glEnableVertexAttribArray_enc = set_glEnableVertexAttribArray(s_glEnableVertexAttribArray); + m_glDisableVertexAttribArray_enc = set_glDisableVertexAttribArray(s_glDisableVertexAttribArray); + m_glGetVertexAttribiv_enc = set_glGetVertexAttribiv(s_glGetVertexAttribiv); + m_glGetVertexAttribfv_enc = set_glGetVertexAttribfv(s_glGetVertexAttribfv); + m_glGetVertexAttribPointerv = set_glGetVertexAttribPointerv(s_glGetVertexAttribPointerv); + set_glShaderSource(s_glShaderSource); + set_glFinish(s_glFinish); + m_glGetError_enc = set_glGetError(s_glGetError); + m_glLinkProgram_enc = set_glLinkProgram(s_glLinkProgram); + m_glDeleteProgram_enc = set_glDeleteProgram(s_glDeleteProgram); + m_glGetUniformiv_enc = set_glGetUniformiv(s_glGetUniformiv); + m_glGetUniformfv_enc = set_glGetUniformfv(s_glGetUniformfv); + m_glCreateProgram_enc = set_glCreateProgram(s_glCreateProgram); + m_glCreateShader_enc = set_glCreateShader(s_glCreateShader); + m_glDeleteShader_enc = set_glDeleteShader(s_glDeleteShader); + m_glAttachShader_enc = set_glAttachShader(s_glAttachShader); + m_glDetachShader_enc = set_glDetachShader(s_glDetachShader); + m_glGetUniformLocation_enc = set_glGetUniformLocation(s_glGetUniformLocation); + m_glUseProgram_enc = set_glUseProgram(s_glUseProgram); + + m_glUniform1f_enc = set_glUniform1f(s_glUniform1f); + m_glUniform1fv_enc = set_glUniform1fv(s_glUniform1fv); + m_glUniform1i_enc = set_glUniform1i(s_glUniform1i); + m_glUniform1iv_enc = set_glUniform1iv(s_glUniform1iv); + m_glUniform2f_enc = set_glUniform2f(s_glUniform2f); + m_glUniform2fv_enc = set_glUniform2fv(s_glUniform2fv); + m_glUniform2i_enc = set_glUniform2i(s_glUniform2i); + m_glUniform2iv_enc = set_glUniform2iv(s_glUniform2iv); + m_glUniform3f_enc = set_glUniform3f(s_glUniform3f); + m_glUniform3fv_enc = set_glUniform3fv(s_glUniform3fv); + m_glUniform3i_enc = set_glUniform3i(s_glUniform3i); + m_glUniform3iv_enc = set_glUniform3iv(s_glUniform3iv); + m_glUniform4f_enc = set_glUniform4f(s_glUniform4f); + m_glUniform4fv_enc = set_glUniform4fv(s_glUniform4fv); + m_glUniform4i_enc = set_glUniform4i(s_glUniform4i); + m_glUniform4iv_enc = set_glUniform4iv(s_glUniform4iv); + m_glUniformMatrix2fv_enc = set_glUniformMatrix2fv(s_glUniformMatrix2fv); + m_glUniformMatrix3fv_enc = set_glUniformMatrix3fv(s_glUniformMatrix3fv); + m_glUniformMatrix4fv_enc = set_glUniformMatrix4fv(s_glUniformMatrix4fv); + + m_glActiveTexture_enc = set_glActiveTexture(s_glActiveTexture); + m_glBindTexture_enc = set_glBindTexture(s_glBindTexture); + m_glDeleteTextures_enc = set_glDeleteTextures(s_glDeleteTextures); + m_glGetTexParameterfv_enc = set_glGetTexParameterfv(s_glGetTexParameterfv); + m_glGetTexParameteriv_enc = set_glGetTexParameteriv(s_glGetTexParameteriv); + m_glTexParameterf_enc = set_glTexParameterf(s_glTexParameterf); + m_glTexParameterfv_enc = set_glTexParameterfv(s_glTexParameterfv); + m_glTexParameteri_enc = set_glTexParameteri(s_glTexParameteri); + m_glTexParameteriv_enc = set_glTexParameteriv(s_glTexParameteriv); +} + +GL2Encoder::~GL2Encoder() +{ + delete m_compressedTextureFormats; +} + +GLenum GL2Encoder::s_glGetError(void * self) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + GLenum err = ctx->getError(); + if(err != GL_NO_ERROR) { + ctx->setError(GL_NO_ERROR); + return err; + } + + return ctx->m_glGetError_enc(self); + +} + +void GL2Encoder::s_glFlush(void *self) +{ + GL2Encoder *ctx = (GL2Encoder *) self; + ctx->m_glFlush_enc(self); + ctx->m_stream->flush(); +} + +const GLubyte *GL2Encoder::s_glGetString(void *self, GLenum name) +{ + GLubyte *retval = (GLubyte *) ""; + switch(name) { + case GL_VENDOR: + retval = gVendorString; + break; + case GL_RENDERER: + retval = gRendererString; + break; + case GL_VERSION: + retval = gVersionString; + break; + case GL_EXTENSIONS: + retval = gExtensionsString; + break; + } + return retval; +} + +void GL2Encoder::s_glPixelStorei(void *self, GLenum param, GLint value) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + ctx->m_glPixelStorei_enc(ctx, param, value); + assert(ctx->m_state != NULL); + ctx->m_state->setPixelStore(param, value); +} + + +void GL2Encoder::s_glBindBuffer(void *self, GLenum target, GLuint id) +{ + GL2Encoder *ctx = (GL2Encoder *) self; + assert(ctx->m_state != NULL); + ctx->m_state->bindBuffer(target, id); + // TODO set error state if needed; + ctx->m_glBindBuffer_enc(self, target, id); +} + +void GL2Encoder::s_glBufferData(void * self, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage) +{ + GL2Encoder *ctx = (GL2Encoder *) self; + GLuint bufferId = ctx->m_state->getBuffer(target); + SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION); + SET_ERROR_IF(size<0, GL_INVALID_VALUE); + + ctx->m_shared->updateBufferData(bufferId, size, (void*)data); + ctx->m_glBufferData_enc(self, target, size, data, usage); +} + +void GL2Encoder::s_glBufferSubData(void * self, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data) +{ + GL2Encoder *ctx = (GL2Encoder *) self; + GLuint bufferId = ctx->m_state->getBuffer(target); + SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION); + + GLenum res = ctx->m_shared->subUpdateBufferData(bufferId, offset, size, (void*)data); + SET_ERROR_IF(res, res); + + ctx->m_glBufferSubData_enc(self, target, offset, size, data); +} + +void GL2Encoder::s_glDeleteBuffers(void * self, GLsizei n, const GLuint * buffers) +{ + GL2Encoder *ctx = (GL2Encoder *) self; + SET_ERROR_IF(n<0, GL_INVALID_VALUE); + for (int i=0; i<n; i++) { + ctx->m_shared->deleteBufferData(buffers[i]); + ctx->m_glDeleteBuffers_enc(self,1,&buffers[i]); + } +} + +void GL2Encoder::s_glVertexAtrribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state != NULL); + ctx->m_state->setState(indx, size, type, normalized, stride, ptr); +} + +void GL2Encoder::s_glGetIntegerv(void *self, GLenum param, GLint *ptr) +{ + GL2Encoder *ctx = (GL2Encoder *) self; + assert(ctx->m_state != NULL); + GLClientState* state = ctx->m_state; + + switch (param) { + case GL_NUM_SHADER_BINARY_FORMATS: + *ptr = 0; + break; + case GL_SHADER_BINARY_FORMATS: + // do nothing + break; + + case GL_COMPRESSED_TEXTURE_FORMATS: { + GLint *compressedTextureFormats = ctx->getCompressedTextureFormats(); + if (ctx->m_num_compressedTextureFormats > 0 && + compressedTextureFormats != NULL) { + memcpy(ptr, compressedTextureFormats, + ctx->m_num_compressedTextureFormats * sizeof(GLint)); + } + break; + } + + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: + case GL_MAX_TEXTURE_IMAGE_UNITS: + ctx->m_glGetIntegerv_enc(self, param, ptr); + *ptr = MIN(*ptr, GLClientState::MAX_TEXTURE_UNITS); + break; + + case GL_TEXTURE_BINDING_2D: + *ptr = state->getBoundTexture(GL_TEXTURE_2D); + break; + case GL_TEXTURE_BINDING_EXTERNAL_OES: + *ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES); + break; + + default: + if (!ctx->m_state->getClientStateParameter<GLint>(param, ptr)) { + ctx->m_glGetIntegerv_enc(self, param, ptr); + } + break; + } +} + + +void GL2Encoder::s_glGetFloatv(void *self, GLenum param, GLfloat *ptr) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state != NULL); + GLClientState* state = ctx->m_state; + + switch (param) { + case GL_NUM_SHADER_BINARY_FORMATS: + *ptr = 0; + break; + case GL_SHADER_BINARY_FORMATS: + // do nothing + break; + + case GL_COMPRESSED_TEXTURE_FORMATS: { + GLint *compressedTextureFormats = ctx->getCompressedTextureFormats(); + if (ctx->m_num_compressedTextureFormats > 0 && + compressedTextureFormats != NULL) { + for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) { + ptr[i] = (GLfloat) compressedTextureFormats[i]; + } + } + break; + } + + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: + case GL_MAX_TEXTURE_IMAGE_UNITS: + ctx->m_glGetFloatv_enc(self, param, ptr); + *ptr = MIN(*ptr, (GLfloat)GLClientState::MAX_TEXTURE_UNITS); + break; + + case GL_TEXTURE_BINDING_2D: + *ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_2D); + break; + case GL_TEXTURE_BINDING_EXTERNAL_OES: + *ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES); + break; + + default: + if (!ctx->m_state->getClientStateParameter<GLfloat>(param, ptr)) { + ctx->m_glGetFloatv_enc(self, param, ptr); + } + break; + } +} + + +void GL2Encoder::s_glGetBooleanv(void *self, GLenum param, GLboolean *ptr) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state != NULL); + GLClientState* state = ctx->m_state; + + switch (param) { + case GL_NUM_SHADER_BINARY_FORMATS: + *ptr = GL_FALSE; + break; + case GL_SHADER_BINARY_FORMATS: + // do nothing + break; + + case GL_COMPRESSED_TEXTURE_FORMATS: { + GLint *compressedTextureFormats = ctx->getCompressedTextureFormats(); + if (ctx->m_num_compressedTextureFormats > 0 && + compressedTextureFormats != NULL) { + for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) { + ptr[i] = compressedTextureFormats[i] != 0 ? GL_TRUE : GL_FALSE; + } + } + break; + } + + case GL_TEXTURE_BINDING_2D: + *ptr = state->getBoundTexture(GL_TEXTURE_2D) != 0 ? GL_TRUE : GL_FALSE; + break; + case GL_TEXTURE_BINDING_EXTERNAL_OES: + *ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES) != 0 + ? GL_TRUE : GL_FALSE; + break; + + default: + if (!ctx->m_state->getClientStateParameter<GLboolean>(param, ptr)) { + ctx->m_glGetBooleanv_enc(self, param, ptr); + } + break; + } +} + + +void GL2Encoder::s_glEnableVertexAttribArray(void *self, GLuint index) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state); + ctx->m_state->enable(index, 1); +} + +void GL2Encoder::s_glDisableVertexAttribArray(void *self, GLuint index) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state); + ctx->m_state->enable(index, 0); +} + + +void GL2Encoder::s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state); + + if (!ctx->m_state->getVertexAttribParameter<GLint>(index, pname, params)) { + ctx->m_glGetVertexAttribiv_enc(self, index, pname, params); + } +} + +void GL2Encoder::s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state); + + if (!ctx->m_state->getVertexAttribParameter<GLfloat>(index, pname, params)) { + ctx->m_glGetVertexAttribfv_enc(self, index, pname, params); + } +} + +void GL2Encoder::s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + if (ctx->m_state == NULL) return; + + const GLClientState::VertexAttribState *va_state = ctx->m_state->getState(index); + if (va_state != NULL) { + *pointer = va_state->data; + } +} + + +void GL2Encoder::sendVertexAttributes(GLint first, GLsizei count) +{ + assert(m_state); + + for (int i = 0; i < m_state->nLocations(); i++) { + bool enableDirty; + const GLClientState::VertexAttribState *state = m_state->getStateAndEnableDirty(i, &enableDirty); + + if (!state) { + continue; + } + + if (!enableDirty && !state->enabled) { + continue; + } + + + if (state->enabled) { + m_glEnableVertexAttribArray_enc(this, i); + + unsigned int datalen = state->elementSize * count; + int stride = state->stride == 0 ? state->elementSize : state->stride; + int firstIndex = stride * first; + + if (state->bufferObject == 0) { + this->glVertexAttribPointerData(this, i, state->size, state->type, state->normalized, state->stride, + (unsigned char *)state->data + firstIndex, datalen); + } else { + this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, state->bufferObject); + this->glVertexAttribPointerOffset(this, i, state->size, state->type, state->normalized, state->stride, + (GLuint) state->data + firstIndex); + this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, m_state->currentArrayVbo()); + } + } else { + this->m_glDisableVertexAttribArray_enc(this, i); + } + } +} + +void GL2Encoder::s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + ctx->sendVertexAttributes(first, count); + ctx->m_glDrawArrays_enc(ctx, mode, 0, count); +} + + +void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, const void *indices) +{ + + GL2Encoder *ctx = (GL2Encoder *)self; + assert(ctx->m_state != NULL); + SET_ERROR_IF(count<0, GL_INVALID_VALUE); + + bool has_immediate_arrays = false; + bool has_indirect_arrays = false; + int nLocations = ctx->m_state->nLocations(); + + for (int i = 0; i < nLocations; i++) { + const GLClientState::VertexAttribState *state = ctx->m_state->getState(i); + if (state->enabled) { + if (state->bufferObject != 0) { + has_indirect_arrays = true; + } else { + has_immediate_arrays = true; + } + } + } + + if (!has_immediate_arrays && !has_indirect_arrays) { + ALOGE("glDrawElements: no data bound to the command - ignoring\n"); + return; + } + + bool adjustIndices = true; + if (ctx->m_state->currentIndexVbo() != 0) { + if (!has_immediate_arrays) { + ctx->sendVertexAttributes(0, count); + ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, ctx->m_state->currentIndexVbo()); + ctx->glDrawElementsOffset(ctx, mode, count, type, (GLuint)indices); + adjustIndices = false; + } else { + BufferData * buf = ctx->m_shared->getBufferData(ctx->m_state->currentIndexVbo()); + ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0); + indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + (GLintptr)indices); + } + } + if (adjustIndices) { + void *adjustedIndices = (void*)indices; + int minIndex = 0, maxIndex = 0; + + switch(type) { + case GL_BYTE: + case GL_UNSIGNED_BYTE: + GLUtils::minmax<unsigned char>((unsigned char *)indices, count, &minIndex, &maxIndex); + if (minIndex != 0) { + adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count); + GLUtils::shiftIndices<unsigned char>((unsigned char *)indices, + (unsigned char *)adjustedIndices, + count, -minIndex); + } + break; + case GL_SHORT: + case GL_UNSIGNED_SHORT: + GLUtils::minmax<unsigned short>((unsigned short *)indices, count, &minIndex, &maxIndex); + if (minIndex != 0) { + adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count); + GLUtils::shiftIndices<unsigned short>((unsigned short *)indices, + (unsigned short *)adjustedIndices, + count, -minIndex); + } + break; + default: + ALOGE("unsupported index buffer type %d\n", type); + } + if (has_indirect_arrays || 1) { + ctx->sendVertexAttributes(minIndex, maxIndex - minIndex + 1); + ctx->glDrawElementsData(ctx, mode, count, type, adjustedIndices, + count * glSizeof(type)); + // XXX - OPTIMIZATION (see the other else branch) should be implemented + if(!has_indirect_arrays) { + //ALOGD("unoptimized drawelements !!!\n"); + } + } else { + // we are all direct arrays and immidate mode index array - + // rebuild the arrays and the index array; + ALOGE("glDrawElements: direct index & direct buffer data - will be implemented in later versions;\n"); + } + } +} + + +GLint * GL2Encoder::getCompressedTextureFormats() +{ + if (m_compressedTextureFormats == NULL) { + this->glGetIntegerv(this, GL_NUM_COMPRESSED_TEXTURE_FORMATS, + &m_num_compressedTextureFormats); + if (m_num_compressedTextureFormats > 0) { + // get number of texture formats; + m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats]; + this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureFormats); + } + } + return m_compressedTextureFormats; +} + +// Replace uses of samplerExternalOES with sampler2D, recording the names of +// modified shaders in data. Also remove +// #extension GL_OES_EGL_image_external : require +// statements. +// +// This implementation assumes the input has already been pre-processed. If not, +// a few cases will be mishandled: +// +// 1. "mySampler" will be incorrectly recorded as being a samplerExternalOES in +// the following code: +// #if 1 +// uniform sampler2D mySampler; +// #else +// uniform samplerExternalOES mySampler; +// #endif +// +// 2. Comments that look like sampler declarations will be incorrectly modified +// and recorded: +// // samplerExternalOES hahaFooledYou +// +// 3. However, GLSL ES does not have a concatentation operator, so things like +// this (valid in C) are invalid and not a problem: +// #define SAMPLER(TYPE, NAME) uniform sampler#TYPE NAME +// SAMPLER(ExternalOES, mySampler); +// +static bool replaceSamplerExternalWith2D(char* const str, ShaderData* const data) +{ + static const char STR_HASH_EXTENSION[] = "#extension"; + static const char STR_GL_OES_EGL_IMAGE_EXTERNAL[] = "GL_OES_EGL_image_external"; + static const char STR_SAMPLER_EXTERNAL_OES[] = "samplerExternalOES"; + static const char STR_SAMPLER2D_SPACE[] = "sampler2D "; + + // -- overwrite all "#extension GL_OES_EGL_image_external : xxx" statements + char* c = str; + while ((c = strstr(c, STR_HASH_EXTENSION))) { + char* start = c; + c += sizeof(STR_HASH_EXTENSION)-1; + while (isspace(*c) && *c != '\0') { + c++; + } + if (strncmp(c, STR_GL_OES_EGL_IMAGE_EXTERNAL, + sizeof(STR_GL_OES_EGL_IMAGE_EXTERNAL)-1) == 0) + { + // #extension statements are terminated by end of line + c = start; + while (*c != '\0' && *c != '\r' && *c != '\n') { + *c++ = ' '; + } + } + } + + // -- replace "samplerExternalOES" with "sampler2D" and record name + c = str; + while ((c = strstr(c, STR_SAMPLER_EXTERNAL_OES))) { + // Make sure "samplerExternalOES" isn't a substring of a larger token + if (c == str || !isspace(*(c-1))) { + c++; + continue; + } + char* sampler_start = c; + c += sizeof(STR_SAMPLER_EXTERNAL_OES)-1; + if (!isspace(*c) && *c != '\0') { + continue; + } + + // capture sampler name + while (isspace(*c) && *c != '\0') { + c++; + } + if (!isalpha(*c) && *c != '_') { + // not an identifier + return false; + } + char* name_start = c; + do { + c++; + } while (isalnum(*c) || *c == '_'); + data->samplerExternalNames.push_back( + android::String8(name_start, c - name_start)); + + // memcpy instead of strcpy since we don't want the NUL terminator + memcpy(sampler_start, STR_SAMPLER2D_SPACE, sizeof(STR_SAMPLER2D_SPACE)-1); + } + + return true; +} + +void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar **string, const GLint *length) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + ShaderData* shaderData = ctx->m_shared->getShaderData(shader); + SET_ERROR_IF(!shaderData, GL_INVALID_VALUE); + + int len = glUtilsCalcShaderSourceLen((char**)string, (GLint*)length, count); + char *str = new char[len + 1]; + glUtilsPackStrings(str, (char**)string, (GLint*)length, count); + + // TODO: pre-process str before calling replaceSamplerExternalWith2D(). + // Perhaps we can borrow Mesa's pre-processor? + + if (!replaceSamplerExternalWith2D(str, shaderData)) { + delete str; + ctx->setError(GL_OUT_OF_MEMORY); + return; + } + + ctx->glShaderString(ctx, shader, str, len + 1); + delete str; +} + +void GL2Encoder::s_glFinish(void *self) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + ctx->glFinishRoundTrip(self); +} + +void GL2Encoder::s_glLinkProgram(void * self, GLuint program) +{ + GL2Encoder *ctx = (GL2Encoder *)self; + ctx->m_glLinkProgram_enc(self, program); + + GLint linkStatus = 0; + ctx->glGetProgramiv(self,program,GL_LINK_STATUS,&linkStatus); + if (!linkStatus) + return; + + //get number of active uniforms in the program + GLint numUniforms=0; + ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORMS, &numUniforms); + ctx->m_shared->initProgramData(program,numUniforms); + + //get the length of the longest uniform name + GLint maxLength=0; + ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); + + GLint size; + GLenum type; + GLchar *name = new GLchar[maxLength+1]; + GLint location; + //for each active uniform, get its size and starting location. + for (GLint i=0 ; i<numUniforms ; ++i) + { + ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name); + location = ctx->m_glGetUniformLocation_enc(self, program, name); + ctx->m_shared->setProgramIndexInfo(program, i, location, size, type, name); + } + ctx->m_shared->setupLocationShiftWAR(program); + + delete[] name; +} + +void GL2Encoder::s_glDeleteProgram(void *self, GLuint program) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + ctx->m_glDeleteProgram_enc(self, program); + + ctx->m_shared->deleteProgramData(program); +} + +void GL2Encoder::s_glGetUniformiv(void *self, GLuint program, GLint location, GLint* params) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_VALUE); + SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION); + GLint hostLoc = ctx->m_shared->locationWARAppToHost(program, location); + SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION); + ctx->m_glGetUniformiv_enc(self, program, hostLoc, params); +} +void GL2Encoder::s_glGetUniformfv(void *self, GLuint program, GLint location, GLfloat* params) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_VALUE); + SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION); + GLint hostLoc = ctx->m_shared->locationWARAppToHost(program,location); + SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION); + ctx->m_glGetUniformfv_enc(self, program, hostLoc, params); +} + +GLuint GL2Encoder::s_glCreateProgram(void * self) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLuint program = ctx->m_glCreateProgram_enc(self); + if (program!=0) + ctx->m_shared->addProgramData(program); + return program; +} + +GLuint GL2Encoder::s_glCreateShader(void *self, GLenum shaderType) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLuint shader = ctx->m_glCreateShader_enc(self, shaderType); + if (shader != 0) { + if (!ctx->m_shared->addShaderData(shader)) { + ctx->m_glDeleteShader_enc(self, shader); + return 0; + } + } + return shader; +} + +void GL2Encoder::s_glDeleteShader(void *self, GLenum shader) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + ctx->m_glDeleteShader_enc(self,shader); + ctx->m_shared->unrefShaderData(shader); +} + +void GL2Encoder::s_glAttachShader(void *self, GLuint program, GLuint shader) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + ctx->m_glAttachShader_enc(self, program, shader); + ctx->m_shared->attachShader(program, shader); +} + +void GL2Encoder::s_glDetachShader(void *self, GLuint program, GLuint shader) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + ctx->m_glDetachShader_enc(self, program, shader); + ctx->m_shared->detachShader(program, shader); +} + +int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar *name) +{ + if (!name) return -1; + + GL2Encoder *ctx = (GL2Encoder*)self; + + // if we need the uniform location WAR + // parse array index from the end of the name string + int arrIndex = 0; + bool needLocationWAR = ctx->m_shared->needUniformLocationWAR(program); + if (needLocationWAR) { + int namelen = strlen(name); + if (name[namelen-1] == ']') { + char *brace = strrchr(name,'['); + if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) { + return -1; + } + + } + } + + int hostLoc = ctx->m_glGetUniformLocation_enc(self, program, name); + if (hostLoc >= 0 && needLocationWAR) { + return ctx->m_shared->locationWARHostToApp(program, hostLoc, arrIndex); + } + return hostLoc; +} + +bool GL2Encoder::updateHostTexture2DBinding(GLenum texUnit, GLenum newTarget) +{ + if (newTarget != GL_TEXTURE_2D && newTarget != GL_TEXTURE_EXTERNAL_OES) + return false; + + m_state->setActiveTextureUnit(texUnit); + + GLenum oldTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D); + if (newTarget != oldTarget) { + if (newTarget == GL_TEXTURE_EXTERNAL_OES) { + m_state->disableTextureTarget(GL_TEXTURE_2D); + m_state->enableTextureTarget(GL_TEXTURE_EXTERNAL_OES); + } else { + m_state->disableTextureTarget(GL_TEXTURE_EXTERNAL_OES); + m_state->enableTextureTarget(GL_TEXTURE_2D); + } + m_glActiveTexture_enc(this, texUnit); + m_glBindTexture_enc(this, GL_TEXTURE_2D, + m_state->getBoundTexture(newTarget)); + return true; + } + + return false; +} + +void GL2Encoder::s_glUseProgram(void *self, GLuint program) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLClientState* state = ctx->m_state; + GLSharedGroupPtr shared = ctx->m_shared; + + ctx->m_glUseProgram_enc(self, program); + ctx->m_state->setCurrentProgram(program); + + GLenum origActiveTexture = state->getActiveTextureUnit(); + GLenum hostActiveTexture = origActiveTexture; + GLint samplerIdx = -1; + GLint samplerVal; + GLenum samplerTarget; + while ((samplerIdx = shared->getNextSamplerUniform(program, samplerIdx, &samplerVal, &samplerTarget)) != -1) { + if (samplerVal < 0 || samplerVal >= GLClientState::MAX_TEXTURE_UNITS) + continue; + if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + samplerVal, + samplerTarget)) + { + hostActiveTexture = GL_TEXTURE0 + samplerVal; + } + } + state->setActiveTextureUnit(origActiveTexture); + if (hostActiveTexture != origActiveTexture) { + ctx->m_glActiveTexture_enc(self, origActiveTexture); + } +} + +void GL2Encoder::s_glUniform1f(void *self , GLint location, GLfloat x) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform1f_enc(self, hostLoc, x); +} + +void GL2Encoder::s_glUniform1fv(void *self , GLint location, GLsizei count, const GLfloat* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform1fv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform1i(void *self , GLint location, GLint x) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLClientState* state = ctx->m_state; + GLSharedGroupPtr shared = ctx->m_shared; + + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform1i_enc(self, hostLoc, x); + + GLenum target; + if (shared->setSamplerUniform(state->currentProgram(), location, x, &target)) { + GLenum origActiveTexture = state->getActiveTextureUnit(); + if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + x, target)) { + ctx->m_glActiveTexture_enc(self, origActiveTexture); + } + state->setActiveTextureUnit(origActiveTexture); + } +} + +void GL2Encoder::s_glUniform1iv(void *self , GLint location, GLsizei count, const GLint* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform1iv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform2f(void *self , GLint location, GLfloat x, GLfloat y) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform2f_enc(self, hostLoc, x, y); +} + +void GL2Encoder::s_glUniform2fv(void *self , GLint location, GLsizei count, const GLfloat* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform2fv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform2i(void *self , GLint location, GLint x, GLint y) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform2i_enc(self, hostLoc, x, y); +} + +void GL2Encoder::s_glUniform2iv(void *self , GLint location, GLsizei count, const GLint* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform2iv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform3f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform3f_enc(self, hostLoc, x, y, z); +} + +void GL2Encoder::s_glUniform3fv(void *self , GLint location, GLsizei count, const GLfloat* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform3fv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform3i(void *self , GLint location, GLint x, GLint y, GLint z) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform3i_enc(self, hostLoc, x, y, z); +} + +void GL2Encoder::s_glUniform3iv(void *self , GLint location, GLsizei count, const GLint* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform3iv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform4f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform4f_enc(self, hostLoc, x, y, z, w); +} + +void GL2Encoder::s_glUniform4fv(void *self , GLint location, GLsizei count, const GLfloat* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform4fv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniform4i(void *self , GLint location, GLint x, GLint y, GLint z, GLint w) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform4i_enc(self, hostLoc, x, y, z, w); +} + +void GL2Encoder::s_glUniform4iv(void *self , GLint location, GLsizei count, const GLint* v) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniform4iv_enc(self, hostLoc, count, v); +} + +void GL2Encoder::s_glUniformMatrix2fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniformMatrix2fv_enc(self, hostLoc, count, transpose, value); +} + +void GL2Encoder::s_glUniformMatrix3fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniformMatrix3fv_enc(self, hostLoc, count, transpose, value); +} + +void GL2Encoder::s_glUniformMatrix4fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ + GL2Encoder *ctx = (GL2Encoder*)self; + GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location); + ctx->m_glUniformMatrix4fv_enc(self, hostLoc, count, transpose, value); +} + +void GL2Encoder::s_glActiveTexture(void* self, GLenum texture) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + GLClientState* state = ctx->m_state; + GLenum err; + + SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err); + + ctx->m_glActiveTexture_enc(ctx, texture); +} + +void GL2Encoder::s_glBindTexture(void* self, GLenum target, GLuint texture) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + GLClientState* state = ctx->m_state; + GLenum err; + GLboolean firstUse; + + SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err); + + if (target != GL_TEXTURE_2D && target != GL_TEXTURE_EXTERNAL_OES) { + ctx->m_glBindTexture_enc(ctx, target, texture); + return; + } + + GLenum priorityTarget = state->getPriorityEnabledTarget(GL_TEXTURE_2D); + + if (target == GL_TEXTURE_EXTERNAL_OES && firstUse) { + ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture); + ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, + GL_TEXTURE_MIN_FILTER, GL_LINEAR); + ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, + GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, + GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + if (target != priorityTarget) { + ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, + state->getBoundTexture(GL_TEXTURE_2D)); + } + } + + if (target == priorityTarget) { + ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture); + } +} + +void GL2Encoder::s_glDeleteTextures(void* self, GLsizei n, const GLuint* textures) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + GLClientState* state = ctx->m_state; + + state->deleteTextures(n, textures); + ctx->m_glDeleteTextures_enc(ctx, n, textures); +} + +void GL2Encoder::s_glGetTexParameterfv(void* self, + GLenum target, GLenum pname, GLfloat* params) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + const GLClientState* state = ctx->m_state; + + if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) { + ctx->override2DTextureTarget(target); + ctx->m_glGetTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params); + ctx->restore2DTextureTarget(); + } else { + ctx->m_glGetTexParameterfv_enc(ctx, target, pname, params); + } +} + +void GL2Encoder::s_glGetTexParameteriv(void* self, + GLenum target, GLenum pname, GLint* params) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + const GLClientState* state = ctx->m_state; + + switch (pname) { + case GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES: + *params = 1; + break; + + default: + if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) { + ctx->override2DTextureTarget(target); + ctx->m_glGetTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params); + ctx->restore2DTextureTarget(); + } else { + ctx->m_glGetTexParameteriv_enc(ctx, target, pname, params); + } + break; + } +} + +static bool isValidTextureExternalParam(GLenum pname, GLenum param) +{ + switch (pname) { + case GL_TEXTURE_MIN_FILTER: + case GL_TEXTURE_MAG_FILTER: + return param == GL_NEAREST || param == GL_LINEAR; + + case GL_TEXTURE_WRAP_S: + case GL_TEXTURE_WRAP_T: + return param == GL_CLAMP_TO_EDGE; + + default: + return true; + } +} + +void GL2Encoder::s_glTexParameterf(void* self, + GLenum target, GLenum pname, GLfloat param) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + const GLClientState* state = ctx->m_state; + + SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES && + !isValidTextureExternalParam(pname, (GLenum)param)), + GL_INVALID_ENUM); + + if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) { + ctx->override2DTextureTarget(target); + ctx->m_glTexParameterf_enc(ctx, GL_TEXTURE_2D, pname, param); + ctx->restore2DTextureTarget(); + } else { + ctx->m_glTexParameterf_enc(ctx, target, pname, param); + } +} + +void GL2Encoder::s_glTexParameterfv(void* self, + GLenum target, GLenum pname, const GLfloat* params) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + const GLClientState* state = ctx->m_state; + + SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES && + !isValidTextureExternalParam(pname, (GLenum)params[0])), + GL_INVALID_ENUM); + + if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) { + ctx->override2DTextureTarget(target); + ctx->m_glTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params); + ctx->restore2DTextureTarget(); + } else { + ctx->m_glTexParameterfv_enc(ctx, target, pname, params); + } +} + +void GL2Encoder::s_glTexParameteri(void* self, + GLenum target, GLenum pname, GLint param) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + const GLClientState* state = ctx->m_state; + + SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES && + !isValidTextureExternalParam(pname, (GLenum)param)), + GL_INVALID_ENUM); + + if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) { + ctx->override2DTextureTarget(target); + ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, pname, param); + ctx->restore2DTextureTarget(); + } else { + ctx->m_glTexParameteri_enc(ctx, target, pname, param); + } +} + +void GL2Encoder::s_glTexParameteriv(void* self, + GLenum target, GLenum pname, const GLint* params) +{ + GL2Encoder* ctx = (GL2Encoder*)self; + const GLClientState* state = ctx->m_state; + + SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES && + !isValidTextureExternalParam(pname, (GLenum)params[0])), + GL_INVALID_ENUM); + + if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) { + ctx->override2DTextureTarget(target); + ctx->m_glTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params); + ctx->restore2DTextureTarget(); + } else { + ctx->m_glTexParameteriv_enc(ctx, target, pname, params); + } +} + +void GL2Encoder::override2DTextureTarget(GLenum target) +{ + if ((target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) && + target != m_state->getPriorityEnabledTarget(GL_TEXTURE_2D)) { + m_glBindTexture_enc(this, GL_TEXTURE_2D, + m_state->getBoundTexture(target)); + } +} + +void GL2Encoder::restore2DTextureTarget() +{ + GLenum priorityTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D); + m_glBindTexture_enc(this, GL_TEXTURE_2D, + m_state->getBoundTexture(priorityTarget)); +} |