replicant-frameworks_native/opengl/libagl/Android.mk

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LOCAL_PATH:= $(call my-dir)
#
# Build the software OpenGL ES library
#
include $(CLEAR_VARS)
LOCAL_SRC_FILES:= \
egl.cpp \
state.cpp \
texture.cpp \
Tokenizer.cpp \
TokenManager.cpp \
TextureObjectManager.cpp \
BufferObjectManager.cpp \
array.cpp.arm \
fp.cpp.arm \
light.cpp.arm \
matrix.cpp.arm \
mipmap.cpp.arm \
primitives.cpp.arm \
vertex.cpp.arm
LOCAL_CFLAGS += -DLOG_TAG=\"libagl\"
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES -DEGL_EGLEXT_PROTOTYPES
LOCAL_CFLAGS += -fvisibility=hidden
LOCAL_SHARED_LIBRARIES := libcutils libhardware libutils liblog libpixelflinger libETC1 libui
LOCAL_LDLIBS := -lpthread -ldl
ifeq ($(TARGET_ARCH),arm)
LOCAL_SRC_FILES += fixed_asm.S iterators.S
LOCAL_CFLAGS += -fstrict-aliasing
endif
ifeq ($(TARGET_ARCH),mips)
LOCAL_SRC_FILES += arch-$(TARGET_ARCH)/fixed_asm.S
LOCAL_CFLAGS += -fstrict-aliasing
# The graphics code can generate division by zero
LOCAL_CFLAGS += -mno-check-zero-division
endif
# we need to access the private Bionic header <bionic_tls.h>
LOCAL_C_INCLUDES += bionic/libc/private
LOCAL_MODULE_RELATIVE_PATH := egl
LOCAL_MODULE:= libGLES_android
include $(BUILD_SHARED_LIBRARY)