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 libnativewindow LOCAL_SRC_FILES_arm += fixed_asm.S iterators.S LOCAL_CFLAGS_arm += -fstrict-aliasing ifndef ARCH_MIPS_REV6 LOCAL_SRC_FILES_mips += arch-mips/fixed_asm.S endif LOCAL_CFLAGS_mips += -fstrict-aliasing # The graphics code can generate division by zero LOCAL_CFLAGS_mips += -mno-check-zero-division # we need to access the private Bionic header LOCAL_C_INCLUDES += bionic/libc/private LOCAL_MODULE_RELATIVE_PATH := egl LOCAL_MODULE:= libGLES_android include $(BUILD_SHARED_LIBRARY)