This is not really a bug, but the nVidia shader compiler is much more
liberal than the GLSL spec, and allows compilation of shaders which
do not comply with the spec. This is an issue for passing the
conformance tests, but more importantly it will allow bad shader written
by the app developer to pass on the emulator and then to fail on the device.
Adding "#version 100" definition to the head of a shader source disables
this liberal behavior. For now this is activated in run time by the "NV_WAR"
environment variable.
Change-Id: I1c322d4221d313d3ee70592bc15ea0e340853990
When calling RenderbufferStorage with internalformat=GL_RGB565
we will create one with internal format GL_RGB
the same for glTexImage2D
Change-Id: I1e464dd36142f586beef6bf895456c7aab1b8237
support different binding to GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
targets
create 2 default texture object, to be bound when BindTexture( ... ,0)
is called.
in order to do this, we must ensure their names are internal only, so the user can't
use these names by accident.
the object name manager local name is now 64 bit to allow generation of internal names
Change-Id: I29d000a67042051706e13dc3ef3aa34a1a24f8ca
Do not allow glLinkProgram to succeed if only one shader type has been
attached to the program, GL allows this, but GLES2 does not.
added state tracking for program objects to check which shaders are
attached to the program object.
add a way to define object data type being held for each object in objectNameManager
ProgramData and ShaderParser are both valid objectData for objects in SHADER namespace
we need a way to determine object type to generate correct errors
Change-Id: Ic232549df0bb6daf6ec528cb039482cd68e896bb
Turns out that updating crtbegin_so.o and crend_so.o is not
enough for the standalone toolchain. We also need to update
the object files used to generate static and dynamic
executables.
This fixes the standalone toolchain NDK tests.
Change-Id: Ibf113b09766f00b30895951a5639343728be3f3a
This fixes the Windows build of the opengl emulation code.
The official is not broken because you still need to define
BUILD_EMULATOR_OPENGL=true in your environment to enable the
code to be built.
Change-Id: I527f305c8a09df2740a93736123935d480170ffb
Instead of calling the dispatcher directly. This will make sure all Translator's
internals (such as TextureData data) are updated properly.
This also fixes the bug in "Replica Island" - when the green robot was invisible,
because it's TextureData wasn't updated by doCompressedTexImage2D
The pointer to glTexImage2D is passed as a parameter to doCompressedTexImage2D,
otherwise Windows resolve the glTexImage2D symbol in the external libGL rather
than the translator's code. Longer term, we will remove the translator's link
to libGL, at which point this parameter will be removed.
Turns out that the previously commited versions of these files do not
allow for proper linking with a patched toolchain. With -shared, gcc complains
that:
.preinit_array section is not allowed in DSO
So use the versions from android-9/arch-arm instead, which seems to work fine.
Change-Id: I9aeaab449ddad058451c7d6493c983ab2ed1c4eb
This change adds crtbegin_so.o and crtend_so.o under
platforms/android-3/arch-arm/lib.
This is in preparation of another toolchain patch that will require
these files for all platform versions (for now, they are only defined
starting from android-9).
Note that these files are just copies of the existing ones, named
crtbegin_dynamic.o and crtend_android.o respectively.
The NDK build script will automatically use the new files if it finds
them, so shouldn't need to be updated.
Change-Id: I6a446266b54b871cd957dfd737054b302678b2d3