Those are the host side fixups required for the system to load without failure to the point of bootanimation is run. Change-Id: I42eebb123b05aaf6a0671e91e77a4ba6b330b852
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _LIBRENDER_RENDERCONTEXT_H
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#define _LIBRENDER_RENDERCONTEXT_H
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#include "SmartPtr.h"
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#include <EGL/egl.h>
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#include "GLDecoderContextData.h"
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class RenderContext;
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typedef SmartPtr<RenderContext> RenderContextPtr;
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class RenderContext
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{
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public:
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static RenderContext *create(int p_config, RenderContextPtr p_shareContext,
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bool p_isGL2 = false);
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~RenderContext();
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int getConfig() const { return m_config; }
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EGLContext getEGLContext() const { return m_ctx; }
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bool isGL2() const { return m_isGL2; }
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GLDecoderContextData & decoderContextData() { return m_contextData; }
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private:
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RenderContext();
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private:
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EGLContext m_ctx;
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int m_config;
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bool m_isGL2;
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GLDecoderContextData m_contextData;
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};
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#endif
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