Next commit is improving the protocol and
checking errors after shader upload
Change-Id: I6afe3b63a68e00cd395885fd26cd6fcb311cfbec
Signed-off-by: David Li <davidxli@google.com>
Data format is u32 totalDecompressedSize, then repeat:
u32 chunkDecompressedSize, u32 chunkCompressedSize, chunk data.
If chunkCompressedSize == 0, then chunk is not compressed.
Also start fixing integer sizes on server.
On client, set endianness to match server.
Change-Id: I70c8203037ad7165968ca0d02d0da5f7cc14b7e0
Signed-off-by: David Li <davidxli@google.com>
To allow "stepping" in functions.
Also fix bug in reference frame.
Use reference frame for CopyTex(Sub)Image2D.
Change-Id: I70083200a1e911aaeb74ca85cb10bae16bd4db18
Signed-off-by: David Li <davidxli@google.com>
In message loop, use select to check for available commands from client,
rather than always expecting commands in eglSwapBuffers.
Client can send commands at any time.
Change-Id: I607c8fa571a896996c0a3300de904b6e263fc281
Signed-off-by: David Li <davidxli@google.com>
Displays GL call parameters, textures, screen captures and shader source.
Server code is in frameworks/base/opengl/libs/GLES2_dbg.
Protobuf code is generated using generate_debugger_message_proto.py in server code.
Change-Id: Ibe105b60dbe59af84f721c077d2c138a4d04767e
Signed-off-by: David Li <davidxli@google.com>