This adds 'ut_renderer' - a host side unit test renderer. ut_renderer is used to take a command stream over a socket connection and render it into an opengl window. The renderer uses the GLESv1_dec decoder library and the ut_rendercontrol api to parse the command stream. The ut_renderer uses an external (plug-in) opengl impelementation. Change-Id: I77794044ca9ca8a75a66a95a248eac384710aafe
63 lines
1.7 KiB
C++
63 lines
1.7 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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#include "RendererContext.h"
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#include <stdio.h>
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#include <stdlib.h>
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RendererContext * RendererContext::create(EGLDisplay dpy, EGLConfig config, RendererContext *shareCtx)
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{
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EGLContext ctx;
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EGLContext shared = shareCtx == NULL ? EGL_NO_CONTEXT : shareCtx->eglContext();
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ctx = eglCreateContext(dpy, config, shared, NULL);
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if (eglGetError() != EGL_SUCCESS) return NULL;
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return new RendererContext(dpy, ctx);
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}
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int RendererContext::destroy()
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{
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if (count() <= 0) {
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eglDestroyContext(m_dpy, m_ctx);
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return 1;
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}
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return 0;
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}
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#ifdef PVR_WAR
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void RendererContext::setActiveTexture(GLenum texture)
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{
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m_activeTexture = texture - GL_TEXTURE0;
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}
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void RendererContext::setTex2DBind(GLuint texture)
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{
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m_tex2DBind[m_activeTexture] = texture;
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}
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GLuint RendererContext::getTex2DBind()
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{
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return m_tex2DBind[m_activeTexture];
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}
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void RendererContext::addPendingCropRect(int *rect)
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{
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PendingCropRect *r = new PendingCropRect;
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r->texture = m_tex2DBind[m_activeTexture];
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memcpy(r->rect, rect, 4*sizeof(int));
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m_pendingCropRects.insert(r);
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}
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#endif
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