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/*
* 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 "GL2Decoder.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
static inline void* SafePointerFromUInt(GLuint value) {
return (void*)(uintptr_t)value;
}
GL2Decoder::GL2Decoder()
{
m_contextData = NULL;
m_GL2library = NULL;
}
GL2Decoder::~GL2Decoder()
{
delete m_GL2library;
}
void *GL2Decoder::s_getProc(const char *name, void *userData)
{
GL2Decoder *ctx = (GL2Decoder *) 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 GL2Decoder::initGL(get_proc_func_t getProcFunc, void *getProcFuncData)
{
if (getProcFunc == NULL) {
const char *libname = GLES2_LIBNAME;
if (getenv(GLES2_LIBNAME_VAR) != NULL) {
libname = getenv(GLES2_LIBNAME_VAR);
}
m_GL2library = osUtils::dynLibrary::open(libname);
if (m_GL2library == NULL) {
fprintf(stderr, "%s: Couldn't find %s \n", __FUNCTION__, libname);
return -1;
}
this->initDispatchByName(s_getProc, this);
} else {
this->initDispatchByName(getProcFunc, getProcFuncData);
}
set_glGetCompressedTextureFormats(s_glGetCompressedTextureFormats);
set_glVertexAttribPointerData(s_glVertexAttribPointerData);
set_glVertexAttribPointerOffset(s_glVertexAttribPointerOffset);
set_glDrawElementsOffset(s_glDrawElementsOffset);
set_glDrawElementsData(s_glDrawElementsData);
set_glShaderString(s_glShaderString);
set_glFinishRoundTrip(s_glFinishRoundTrip);
return 0;
}
int GL2Decoder::s_glFinishRoundTrip(void *self)
{
GL2Decoder *ctx = (GL2Decoder *)self;
ctx->glFinish();
return 0;
}
void GL2Decoder::s_glGetCompressedTextureFormats(void *self, int count, GLint *formats)
{
GL2Decoder *ctx = (GL2Decoder *) 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 GL2Decoder::s_glVertexAttribPointerData(void *self, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, void * data, GLuint datalen)
{
GL2Decoder *ctx = (GL2Decoder *) 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 GL2Decoder::s_glVertexAttribPointerOffset(void *self, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLuint data)
{
GL2Decoder *ctx = (GL2Decoder *) self;
ctx->glVertexAttribPointer(indx, size, type, normalized, stride, SafePointerFromUInt(data));
}
void GL2Decoder::s_glDrawElementsData(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen)
{
GL2Decoder *ctx = (GL2Decoder *)self;
ctx->glDrawElements(mode, count, type, data);
}
void GL2Decoder::s_glDrawElementsOffset(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset)
{
GL2Decoder *ctx = (GL2Decoder *)self;
ctx->glDrawElements(mode, count, type, SafePointerFromUInt(offset));
}
void GL2Decoder::s_glShaderString(void *self, GLuint shader, const GLchar* string, GLsizei len)
{
GL2Decoder *ctx = (GL2Decoder *)self;
ctx->glShaderSource(shader, 1, &string, NULL);
}
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