/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef _GL2_ENCODER_H_ #define _GL2_ENCODER_H_ #include "gl2_enc.h" #include "IOStream.h" #include "GLClientState.h" #include "FixedBuffer.h" class GL2Encoder : public gl2_encoder_context_t { public: GL2Encoder(IOStream *stream); virtual ~GL2Encoder(); void setClientState(GLClientState *state) { m_state = state; } const GLClientState *state() { return m_state; } void flush() { gl2_encoder_context_t::m_stream->flush(); } private: GLClientState *m_state; GLint *m_compressedTextureFormats; GLint m_num_compressedTextureFormats; GLint *getCompressedTextureFormats(); FixedBuffer m_fixedBuffer; void sendVertexAttributes(GLint first, GLsizei count); glFlush_client_proc_t m_glFlush_enc; static void s_glFlush(void * self); glPixelStorei_client_proc_t m_glPixelStorei_enc; static void s_glPixelStorei(void *self, GLenum param, GLint value); glGetString_client_proc_t m_glGetString_enc; static GLubyte * s_glGetString(void *self, GLenum name); glBindBuffer_client_proc_t m_glBindBuffer_enc; static void s_glBindBuffer(void *self, GLenum target, GLuint id); glDrawArrays_client_proc_t m_glDrawArrays_enc; static void s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count); glDrawElements_client_proc_t m_glDrawElements_enc; static void s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, void *indices); glGetIntegerv_client_proc_t m_glGetIntegerv_enc; static void s_glGetIntegerv(void *self, GLenum pname, GLint *ptr); glGetFloatv_client_proc_t m_glGetFloatv_enc; static void s_glGetFloatv(void *self, GLenum pname, GLfloat *ptr); glGetBooleanv_client_proc_t m_glGetBooleanv_enc; static void s_glGetBooleanv(void *self, GLenum pname, GLboolean *ptr); glVertexAttribPointer_client_proc_t m_glVertexAttribPointer_enc; static void s_glVertexAtrribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid * ptr); glEnableVertexAttribArray_client_proc_t m_glEnableVertexAttribArray_enc; static void s_glEnableVertexAttribArray(void *self, GLuint index); glDisableVertexAttribArray_client_proc_t m_glDisableVertexAttribArray_enc; static void s_glDisableVertexAttribArray(void *self, GLuint index); glGetVertexAttribiv_client_proc_t m_glGetVertexAttribiv_enc; static void s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params); glGetVertexAttribfv_client_proc_t m_glGetVertexAttribfv_enc; static void s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params); glGetVertexAttribPointerv_client_proc_t m_glGetVertexAttribPointerv; static void s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer); static void s_glShaderSource(void *self, GLuint shader, GLsizei count, GLstr *string, GLint *length); }; #endif