aa1f54d78f
Somewhat functional, refer to README for details. Need to enable Android.mk to build. It builds libGLES_android.so, which needs to replace the one in system/lib/egl built by libagl. Change-Id: Iec3aaa8f3963a4185d81955cd24019eb0c4a5850 Signed-off-by: David Li <davidxli@google.com>
130 lines
3.0 KiB
C++
130 lines
3.0 KiB
C++
#include "gles2context.h"
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GLES2Context::GLES2Context()
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{
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memset(this, 0, sizeof *this);
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assert((void *)&rasterizer == &rasterizer.interface);
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InitializeGGLState(&rasterizer.interface);
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iface = &rasterizer.interface;
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printf("gl->rasterizer.PickScanLine(%p) = %p \n", &rasterizer.PickScanLine, rasterizer.PickScanLine);
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assert(rasterizer.PickRaster);
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assert(rasterizer.PickScanLine);
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InitializeTextures();
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InitializeVertices();
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}
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GLES2Context::~GLES2Context()
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{
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UninitializeTextures();
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UninitializeVertices();
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UninitializeGGLState(&rasterizer.interface);
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}
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void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->BlendColor(ctx->iface, red, green, blue, alpha);
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}
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void glBlendEquation( GLenum mode )
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->BlendEquationSeparate(ctx->iface, mode, mode);
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}
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->BlendEquationSeparate(ctx->iface, modeRGB, modeAlpha);
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}
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void glBlendFunc(GLenum sfactor, GLenum dfactor)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->BlendFuncSeparate(ctx->iface, sfactor, dfactor, sfactor, dfactor);
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}
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void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->BlendFuncSeparate(ctx->iface, srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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void glClear(GLbitfield mask)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->Clear(ctx->iface, mask);
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}
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ClearColor(ctx->iface, red, green, blue, alpha);
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}
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void glClearDepthf(GLclampf depth)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ClearDepthf(ctx->iface, depth);
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}
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void glClearStencil(GLint s)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ClearStencil(ctx->iface, s);
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}
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void glCullFace(GLenum mode)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->CullFace(ctx->iface, mode);
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}
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void glDisable(GLenum cap)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->EnableDisable(ctx->iface, cap, false);
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}
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void glEnable(GLenum cap)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->EnableDisable(ctx->iface, cap, true);
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}
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void glFinish(void)
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{
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// do nothing
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}
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void glFrontFace(GLenum mode)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->FrontFace(ctx->iface, mode);
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}
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void glFlush(void)
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{
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// do nothing
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}
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void glHint(GLenum target, GLenum mode)
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{
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// do nothing
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}
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void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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// LOGD("agl2: glScissor not implemented x=%d y=%d width=%d height=%d", x, y, width, height);
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//CALL_GL_API(glScissor, x, y, width, height);
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}
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void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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// LOGD("agl2: glViewport x=%d y=%d width=%d height=%d", x, y, width, height);
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ctx->iface->Viewport(ctx->iface, x, y, width, height);
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}
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