Files
android_development/tools/emulator/opengl/shared/OpenglCodecCommon/GLSharedGroup.h
Jesse Hall 56513f5ff4 Move emugl system code to development.git
Because of the way the SDK and Android system images are branched,
host code that goes into the SDK tools can't live in the same
repository as code that goes into the system image. This change keeps
the emugl host code in sdk.git/emulator/opengl while moving the emugl
system code to development.git/tools/emulator/opengl.

A few changes were made beyond simply cloning the directories:

(a) Makefiles were modified to only build the relevant components. Not
    doing so would break the build due to having multiple rule
    definitions.

(b) Protocol spec files were moved from the guest encoder directories
    to the host decoder directories. The decoder must support older
    versions of the protocol, but not newer versions, so it makes
    sense to keep the latest version of the protocol spec with the
    decoder.

(c) Along with that, the encoder is now built from checked in
    generated encoder source rather than directly from the protocol
    spec.  The generated code must be updated manually. This makes it
    possible to freeze the system encoder version without freezing the
    host decoder version, and also makes it very obvious when a
    protocol changes is happening that will require special
    backwards-compatibility support in the decoder/renderer.

(d) Host-only and system-only code were removed from the repository
    where they aren't used.

(e) README and DESIGN documents were updated to reflect this split.

No actual source code was changed due to the above.

Change-Id: I2c936101ea0405b372750d36ba0f01e84d719c43
2012-06-06 09:46:29 -07:00

144 lines
4.6 KiB
C++

/*
* 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 _GL_SHARED_GROUP_H_
#define _GL_SHARED_GROUP_H_
#define GL_API
#ifndef ANDROID
#define GL_APIENTRY
#define GL_APIENTRYP
#endif
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdio.h>
#include <stdlib.h>
#include "ErrorLog.h"
#include <utils/KeyedVector.h>
#include <utils/List.h>
#include <utils/String8.h>
#include <utils/threads.h>
#include "FixedBuffer.h"
#include "SmartPtr.h"
struct BufferData {
BufferData();
BufferData(GLsizeiptr size, void * data);
GLsizeiptr m_size;
FixedBuffer m_fixedBuffer;
};
class ProgramData {
private:
typedef struct _IndexInfo {
GLint base;
GLint size;
GLenum type;
GLint appBase;
GLint hostLocsPerElement;
GLuint flags;
GLint samplerValue; // only set for sampler uniforms
} IndexInfo;
GLuint m_numIndexes;
IndexInfo* m_Indexes;
bool m_initialized;
bool m_locShiftWAR;
android::Vector<GLuint> m_shaders;
public:
enum {
INDEX_FLAG_SAMPLER_EXTERNAL = 0x00000001,
};
ProgramData();
void initProgramData(GLuint numIndexes);
bool isInitialized();
virtual ~ProgramData();
void setIndexInfo(GLuint index, GLint base, GLint size, GLenum type);
void setIndexFlags(GLuint index, GLuint flags);
GLuint getIndexForLocation(GLint location);
GLenum getTypeForLocation(GLint location);
bool needUniformLocationWAR() const { return m_locShiftWAR; }
void setupLocationShiftWAR();
GLint locationWARHostToApp(GLint hostLoc, GLint arrIndex);
GLint locationWARAppToHost(GLint appLoc);
GLint getNextSamplerUniform(GLint index, GLint* val, GLenum* target);
bool setSamplerUniform(GLint appLoc, GLint val, GLenum* target);
bool attachShader(GLuint shader);
bool detachShader(GLuint shader);
size_t getNumShaders() const { return m_shaders.size(); }
GLuint getShader(size_t i) const { return m_shaders[i]; }
};
struct ShaderData {
typedef android::List<android::String8> StringList;
StringList samplerExternalNames;
int refcount;
};
class GLSharedGroup {
private:
android::DefaultKeyedVector<GLuint, BufferData*> m_buffers;
android::DefaultKeyedVector<GLuint, ProgramData*> m_programs;
android::DefaultKeyedVector<GLuint, ShaderData*> m_shaders;
mutable android::Mutex m_lock;
void refShaderDataLocked(ssize_t shaderIdx);
void unrefShaderDataLocked(ssize_t shaderIdx);
public:
GLSharedGroup();
~GLSharedGroup();
BufferData * getBufferData(GLuint bufferId);
void addBufferData(GLuint bufferId, GLsizeiptr size, void * data);
void updateBufferData(GLuint bufferId, GLsizeiptr size, void * data);
GLenum subUpdateBufferData(GLuint bufferId, GLintptr offset, GLsizeiptr size, void * data);
void deleteBufferData(GLuint);
bool isProgram(GLuint program);
bool isProgramInitialized(GLuint program);
void addProgramData(GLuint program);
void initProgramData(GLuint program, GLuint numIndexes);
void attachShader(GLuint program, GLuint shader);
void detachShader(GLuint program, GLuint shader);
void deleteProgramData(GLuint program);
void setProgramIndexInfo(GLuint program, GLuint index, GLint base, GLint size, GLenum type, const char* name);
GLenum getProgramUniformType(GLuint program, GLint location);
void setupLocationShiftWAR(GLuint program);
GLint locationWARHostToApp(GLuint program, GLint hostLoc, GLint arrIndex);
GLint locationWARAppToHost(GLuint program, GLint appLoc);
bool needUniformLocationWAR(GLuint program);
GLint getNextSamplerUniform(GLuint program, GLint index, GLint* val, GLenum* target) const;
bool setSamplerUniform(GLuint program, GLint appLoc, GLint val, GLenum* target);
bool addShaderData(GLuint shader);
// caller must hold a reference to the shader as long as it holds the pointer
ShaderData* getShaderData(GLuint shader);
void unrefShaderData(GLuint shader);
};
typedef SmartPtr<GLSharedGroup> GLSharedGroupPtr;
#endif //_GL_SHARED_GROUP_H_