/* * 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. */ #ifndef GLES_V2_CONTEXT_H #define GLES_V2_CONTEXT_H #include #include #include class GLESv2Context : public GLEScontext{ public: void init(); GLESv2Context(); virtual ~GLESv2Context(); void setupArraysPointers(GLESConversionArrays& fArrs,GLint first,GLsizei count,GLenum type,const GLvoid* indices,bool direct); int getMaxTexUnits(); // This whole att0 thing is about a incompatibility between GLES and OpenGL. // GLES allows a vertex shader attribute to be in location 0 and have a // current value, while OpenGL is not very clear about this, which results // in each implementation doing something different. void setAttribute0value(float x, float y, float z, float w); void validateAtt0PreDraw(unsigned int count); void validateAtt0PostDraw(void); const float* getAtt0(void) {return m_attribute0value;} protected: bool needConvert(GLESConversionArrays& fArrs,GLint first,GLsizei count,GLenum type,const GLvoid* indices,bool direct,GLESpointer* p,GLenum array_id); private: void setupArr(const GLvoid* arr,GLenum arrayType,GLenum dataType,GLint size,GLsizei stride,GLboolean normalized, int pointsIndex = -1); void initExtensionString(); float m_attribute0value[4]; GLfloat* m_att0Array; unsigned int m_att0ArrayLength; bool m_att0NeedsDisable; }; #endif