LOCAL_PATH:= $(call my-dir) # # Build the software OpenGL ES library # include $(CLEAR_VARS) LOCAL_SRC_FILES:= \ egl.cpp \ state.cpp \ texture.cpp \ Tokenizer.cpp \ TokenManager.cpp \ TextureObjectManager.cpp \ BufferObjectManager.cpp \ array.cpp.arm \ fp.cpp.arm \ light.cpp.arm \ matrix.cpp.arm \ mipmap.cpp.arm \ primitives.cpp.arm \ vertex.cpp.arm LOCAL_CFLAGS += -DLOG_TAG=\"libagl\" LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES -DEGL_EGLEXT_PROTOTYPES LOCAL_CFLAGS += -fvisibility=hidden LOCAL_SHARED_LIBRARIES := libcutils libhardware libutils libpixelflinger libETC1 LOCAL_LDLIBS := -lpthread -ldl ifeq ($(TARGET_ARCH),arm) LOCAL_SRC_FILES += fixed_asm.S iterators.S LOCAL_CFLAGS += -fstrict-aliasing endif ifeq ($(ARCH_ARM_HAVE_TLS_REGISTER),true) LOCAL_CFLAGS += -DHAVE_ARM_TLS_REGISTER endif ifneq ($(TARGET_SIMULATOR),true) # we need to access the private Bionic header <bionic_tls.h> # on ARM platforms, we need to mirror the ARCH_ARM_HAVE_TLS_REGISTER # behavior from the bionic Android.mk file ifeq ($(TARGET_ARCH)-$(ARCH_ARM_HAVE_TLS_REGISTER),arm-true) LOCAL_CFLAGS += -DHAVE_ARM_TLS_REGISTER endif LOCAL_C_INCLUDES += bionic/libc/private endif LOCAL_MODULE_PATH := $(TARGET_OUT_SHARED_LIBRARIES)/egl LOCAL_MODULE:= libGLES_android include $(BUILD_SHARED_LIBRARY)