emulator opengl - encode glShaderSource

glShaderSource strings are concatenated into a single string
before sent over the wire protocol. The wire protocol transfer is
done using a special api call 'glShaderString'

Change-Id: I90c157df66fe82fee17c460a1e7852d370c77088
This commit is contained in:
Jacky Romano
2011-04-23 20:19:39 +03:00
committed by David 'Digit' Turner
parent d10c96517b
commit 0c814b227c
5 changed files with 50 additions and 22 deletions

View File

@@ -25,6 +25,7 @@ GL2Encoder::GL2Encoder(IOStream *stream) : gl2_encoder_context_t(stream)
m_glGetVertexAttribiv_enc = set_glGetVertexAttribiv(s_glGetVertexAttribiv);
m_glGetVertexAttribfv_enc = set_glGetVertexAttribfv(s_glGetVertexAttribfv);
m_glGetVertexAttribPointerv = set_glGetVertexAttribPointerv(s_glGetVertexAttribPointerv);
set_glShaderSource(s_glShaderSource);
}
GL2Encoder::~GL2Encoder()
@@ -322,3 +323,15 @@ GLint * GL2Encoder::getCompressedTextureFormats()
}
return m_compressedTextureFormats;
}
void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, GLstr *string, GLint *length)
{
int len = glUtilsCalcShaderSourceLen(string, length, count);
char *str = new char[len + 1];
glUtilsPackStrings(str, string, length, count);
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->glShaderString(ctx, shader, str, len + 1);
delete str;
}