nvidia may return GL_VALIDATE_STATUS = GL_TRUE even when the program does not link
this change checks for GL_LINK_STATUS when GL_VALIDATE_STATUS is queried
Change-Id: Ia9f5da9c71b8666ce929d8cc2a44639bc947eecb
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
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.
The getGlobalName function returns 0 on error. There are many places
were no error checking is done after calling it to get a shader or
program name. Typically this shouldn't be an issue, since the follwing
OpenGL call using a value of 0 will generated the required GL_INVALID_VALUE,
but this does not always happen.
Change-Id: I8edf2b152978ffd8626f8b4d778cc624f2a3bec3
This fixes a crash caused by covgl (on Nvidia linux driver) when our implementation
of glDrawTexOES calls glDrawArrays with GL_TEXTURE_COORD_ARRAY enabled - but none of texture
units are enabled and no data passed by glTexCoordPointer
Change-Id: Id28b0c35a5a17b139ab196db0e434d2f0a490132
The ARB_ES2_compatibility extension supports several GLES 2.0 enums
and functions on OpenGL 2.0. Seems it exists on nVidia drivers, but
not on ATI's. So implement its functionality in case it doesn't
exist on the host.
Change-Id: Id96f0c8036a7a7d36fca0c85ab5f57bf4b1583aa
in Windows platform we previously defined EGLNativeDisplaytype to be WinDisplay*
( this was defined in include/EGL/eglplatform.h) this was OK as long as we used the
the EGL_DEFAULT_DISPLAY as parameter for eglGetDisplay meaning we were generating
a native display by oureselv and wrapping it, but there was aproblem when we got the
EGLNativeDisplayType from the user (as HDC in Windows) but interpret it as WinDisplay*
this caused a big memory corupption.
so to overcome this problem we now define two types EGLNativeDisplayType to be
HDC and EGLNativeInternalDisplayTypeto be WinDisplay*, and when we get in eglGetDisplay
a parameter different from EGL_DEFAULT_DISPLAY we wrap it with the struct of WinDisplay
and return it to the user.
this change caused a change in all the declerations of EglOsApi.h changing
EGLNativeDisplayType -> EGLNativeInternalDisplayType
Change-Id: I3522c3d507b084c5c211e10ddb6f512d1b90c65e
This commit does few things:
1. Gets doCompressedTexImage2D out of the context and TextureUtils
2. Gets palette textures out of TextureUtils and into PaletteTexture
3. Makes TextureUtils generic for all compressed textures
4. Moves the glGet's dealing with compressed textures from GLEScontext to the impl.
Change-Id: Ibbde6968810a66a4f3488f3887ee3f015fc32c11
Thought the spec doesn't speak about null in data parameter,
it is checked in covgl - so we'll base it on glTexImage2D and allow
null in data.
Change-Id: I9bf5131852bf795acc7ab89bd17b9df90ac99460
This patch allows the emulator_test_renderer program to redirect
input events (mouse, keyboard) to the emulator's console program.
This in order to make testing easier, while we wait for integration
of the display into the emulator program.
For now, this is hard-coded to use localhost port 5554, and only
a few keys are properly translated (Dpad, HOME, BACK, MENU).
Change-Id: Ie6e37c85c291f53de49220a181cb8724f66519ea
This allows the "emulator_test_renderer" program to use
custom framebuffer sizes. You need to define ANDROID_WINDOW_SIZE
in your environment before launching the test program, e.g.:
export ANDROID_WINDOW_SIZE=640x480
Change-Id: I2559c6e75022762697ed4c4559d6c2ba3f400e8f
Support for eglChooseConfig with configs==NULL.
Also added small change to query EGL_LARGEST_PBUFFER attrib of surfaces.
Fixed error print in QemuPipeStream::readFully.
Those changes make sure that covegl completes & passes on the emulator with Translator
on linux in the backend.
Change-Id: I892917ec102ae85d56a16a7cb321e8c12e7083f1
Override glGet* for parameters that request information that have local namespace
convert global names to local names before returning the value
Change-Id: Ie334419b6a5ffe4904d8efe0827a30beaf8b2f6c
fix error generated when glGetVertexAttrib* functions get
index larger or equal to MAX_VERTEX_ATTRIB
INVALID_VALUE should be generated instead of INVALID_ENUM
Change-Id: I0fbacc8fa5b5f14cd302cbe818536cffe5ed3a3c
if points are rendered the built in shader variable gl_PointSize should be active.
added a call to enable VERTEX_PROGRAM_POINT_SIZE to signal opengl to activate this variable
GL_POINT_SPRITE should also be enabled when rendering points
Change-Id: Iba7f62844ee2208ae22700b985aef0229d75fc46
fix behavior of glDeleteShader and glDeleteProgram
when deleting an object which does not exist,
INVALID_VALUE error should be generated
Change-Id: I52de29f7f980d63f0d35c9dfbfd3da17f89436e6
There was a bug in uncompress of GL_PALETTE4_RGB5_A1_OES and
GL_PALETTE8_RGB5_A1_OES texture formats.
They were considered RGB (not RGBA) for some reason.
This also fixed the pink sky in Wave Blazer Lite
Change-Id: I8c047d624d9bf09e2a0de7f7340d676cfe5e76c9
Copied the etc1 implementation from frameworks/base/opengl/libs/ETC1
to the translator common library, this is for keeping the translator
be independant.
Added support for ETC1 compressed textures in both GLESv1 and GLESv2
which is needed for some applications. (Cordy).
Change-Id: Ie615ed82896cb36c42fa640b83d9e93b723b3b80
Fixed management of DC's, use one DC for each egl config as before
but use the correct one every time and not the last one used during
createContext call.
Filter out GENERIC pixel formats which might not be supported by
accelerated hardware.
Prevent calling to ChoosePixelFormat at every create{window/pbuffer}
call, instead use the exact config specified by the caller. We
need to call at least once to wglChoosePixelFormat in order to let
the driver initialize, we do it during eglInitialize time just before
querying the native pixel formats.
Change-Id: Id00addaed9cb0369c41311d2bcd3ce8c7ea6408c
The EGL_CONFIG_ID attribute should be uniqueue for each
config, at some cases we duplicate a configuration in
order to simulate different pixel format (RGB_565) at that
case we want to keep the native config_id of the backend
OpenGL the same on both configs.
This change adds extra attribute 'native_config_id' for that
purpose.
Change-Id: I7e560a4badd01d146b9753cee603ff4707ccfd7f
Sometimes we need to check parameter values before encoding
to prevent crashes, for example:
glDeleteBufferes(-1, ptr); - would crash
For that we need to check some gl errors on the guest.
The change adds error state to the encoder and also
adds new feature to emugen which allows to insert
parameter check code into the attribute file.
Added such parameter check code in the appropiate
gl functions in gl.attrib and gl2.attrib
Change-Id: I7f317df52ac8fbd96979100a1031cf023a0b49d3
Fixes windows build found after clean build.
the emugen tool does not built on windows. For
windows build we need to use the build host executable.
(that works for mingw builds since it uses the linux exeutable).
Change-Id: I6a0cc6936d4b9f11f074695066b800e12156fd83
This is a debugging tool which enables to dump the guest
command stream to a file which can be later be examined
and "played" using a seperate tool.
Change-Id: I3fec19c1a651f0ed4394c33a0c0cd9ba54384355
That fixes the alpha and GUI components artifacts in Cordy.
The translator has ignored the 'normalized' argument of
glVertexAttribPointer function in GLESv2.
We now use the supplied value when applying the vertex attributes
to the backend OpenGL so that non-float color vertex attributes
are now normalized.
Change-Id: Idffda33225748276144ed70d2dcf4da17219d1d2
for supporting & storing spesific OS data of the surfaces
for example on Windows platform it is needed to save for each windowSurface
the HWNDL & HDC of the native window, this change caused changes in the EglOsApi
interface
On windows it is not possible to create a context which
shares with another context if the other context is already
current to some thread.
This change makes the "global context" be a dummy context
on windows which we create during the first createContext
call, this dummy context will never bind to any thread so
it is safe to share with it at any time.
On windows we need to have a thread on the renderer process
which handles windows messages sent to the subwindow
we are creating during framebuffer initialization.
We run this message pump in the main renderer thread
and the server listener on a seperate thread.
The following enables the renderer build on darwin.
Moved platform specific type declarations from render_api.h
to render_api_platform_types.h so it can be included from the
objective c code.
Fixed subwindow to use EmuGLView which overrides NSView to prevent
background drawing of the view.
Mac specific bug fix to support unbinding a context.
Removed NSOpenGLContext:clearDrawable call before binding
an NSView to the context to avoid re-paint of the view which
causes flash effect.
the dispatch loaded incorrect functions from GL for framebuffer extension
the functions used belong to GL3, and didn't work with GL2 context
fixed this to use the EXT functions from GL