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1 /*
2 * Copyright 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16 
17 #ifndef GLES_V2_CONTEXT_H
18 #define GLES_V2_CONTEXT_H
19 
20 #include <GLcommon/GLDispatch.h>
21 #include <GLcommon/GLEScontext.h>
22 #include <GLcommon/objectNameManager.h>
23 
24 
25 
26 class GLESv2Context : public GLEScontext{
27 public:
28     void init();
29     GLESv2Context();
30     virtual ~GLESv2Context();
31     void setupArraysPointers(GLESConversionArrays& fArrs,GLint first,GLsizei count,GLenum type,const GLvoid* indices,bool direct);
32     int  getMaxTexUnits();
33 
34     // This whole att0 thing is about a incompatibility between GLES and OpenGL.
35     // GLES allows a vertex shader attribute to be in location 0 and have a
36     // current value, while OpenGL is not very clear about this, which results
37     // in each implementation doing something different.
38     void setAttribute0value(float x, float y, float z, float w);
39     void validateAtt0PreDraw(unsigned int count);
40     void validateAtt0PostDraw(void);
getAtt0(void)41     const float* getAtt0(void) {return m_attribute0value;}
42 
43 protected:
44     bool needConvert(GLESConversionArrays& fArrs,GLint first,GLsizei count,GLenum type,const GLvoid* indices,bool direct,GLESpointer* p,GLenum array_id);
45 private:
46     void setupArr(const GLvoid* arr,GLenum arrayType,GLenum dataType,GLint size,GLsizei stride,GLboolean normalized, int pointsIndex = -1);
47     void initExtensionString();
48 
49     float m_attribute0value[4];
50     GLfloat* m_att0Array;
51     unsigned int m_att0ArrayLength;
52     bool m_att0NeedsDisable;
53 };
54 
55 #endif
56