54ba51dff2
Use EGLImageKHR instead of copybit directly. We now have the basis to use streaming YUV textures (well, in fact we already are). When/if we use the GPU instead of the MDP we'll need to make sure it supports the appropriate YUV format. Also make sure we compile if EGL_ANDROID_image_native_buffer is not supported
56 lines
1.3 KiB
Makefile
56 lines
1.3 KiB
Makefile
LOCAL_PATH:= $(call my-dir)
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#
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# Build the software OpenGL ES library
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#
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include $(CLEAR_VARS)
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# Set to 1 to use gralloc and copybits
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LIBAGL_USE_GRALLOC_COPYBITS := 1
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LOCAL_SRC_FILES:= \
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egl.cpp \
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state.cpp \
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texture.cpp \
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Tokenizer.cpp \
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TokenManager.cpp \
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TextureObjectManager.cpp \
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BufferObjectManager.cpp \
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array.cpp.arm \
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fp.cpp.arm \
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light.cpp.arm \
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matrix.cpp.arm \
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mipmap.cpp.arm \
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primitives.cpp.arm \
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vertex.cpp.arm
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LOCAL_CFLAGS += -DLOG_TAG=\"libagl\"
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LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES -DEGL_EGLEXT_PROTOTYPES
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LOCAL_CFLAGS += -fvisibility=hidden
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LOCAL_SHARED_LIBRARIES := libcutils libhardware libutils libpixelflinger
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LOCAL_LDLIBS := -lpthread -ldl
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ifeq ($(TARGET_ARCH),arm)
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LOCAL_SRC_FILES += fixed_asm.S iterators.S
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LOCAL_CFLAGS += -fstrict-aliasing
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endif
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ifneq ($(TARGET_SIMULATOR),true)
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# we need to access the private Bionic header <bionic_tls.h>
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LOCAL_C_INCLUDES += bionic/libc/private
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endif
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ifeq ($(LIBAGL_USE_GRALLOC_COPYBITS),1)
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LOCAL_CFLAGS += -DLIBAGL_USE_GRALLOC_COPYBITS
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LOCAL_SRC_FILES += copybit.cpp
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LOCAL_SHARED_LIBRARIES += libui
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endif
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LOCAL_MODULE_PATH := $(TARGET_OUT_SHARED_LIBRARIES)/egl
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LOCAL_MODULE:= libGLES_android
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include $(BUILD_SHARED_LIBRARY)
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