Files
android_development/tools/emulator/opengl/tests/ut_renderer/RendererContext.h
Jacky Romano faa8994f17 Android emulator opengl - unit test host side renderer
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
2011-03-28 19:20:23 +02:00

126 lines
3.8 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 _RENDERER_CONTEXT_H_
#define _RENDERER_CONTEXT_H_
#include "RendererObject.h"
#include "GLDecoderContextData.h"
#include <EGL/egl.h>
#define GL_API
#define GL_APIENTRY
#include <GLES/gl.h>
#include <string.h>
#ifdef PVR_WAR
#include <set>
struct PendingCropRect
{
GLuint texture;
int rect[4];
};
typedef std::set<PendingCropRect *> PendingCropRectSet;
#endif
class RendererContext : public RendererObject {
public:
static RendererContext *create(EGLDisplay dpy, EGLConfig config, RendererContext *shareCtx);
EGLContext eglContext() { return m_ctx; }
int destroy();
GLDecoderContextData & decoderContextData() { return m_contextData; }
#ifdef PVR_WAR
void setActiveTexture(GLenum texture);
GLenum getActiveTexture() { return GL_TEXTURE0 + m_activeTexture; }
void setTex2DBind(GLuint texture);
void setTex2DEnable(bool enable) {
m_tex2DEnable[m_activeTexture] = enable;
}
bool isTex2DEnable(int texunit) { return m_tex2DEnable[texunit]; }
GLuint getTex2DBind();
void addPendingCropRect(int *rect);
PendingCropRectSet &getPendingCropRects() { return m_pendingCropRects; }
void setClientActiveTexture(GLenum texture) { m_clientActiveTexture = texture - GL_TEXTURE0; }
GLenum getClientActiveTexture() { return m_clientActiveTexture + GL_TEXTURE0; }
void enableClientState(GLenum cap, bool enable) {
switch(cap) {
case GL_VERTEX_ARRAY:
m_clientStateEnable[0] = enable;
break;
case GL_NORMAL_ARRAY:
m_clientStateEnable[1] = enable;
break;
case GL_COLOR_ARRAY:
m_clientStateEnable[2] = enable;
break;
case GL_POINT_SIZE_ARRAY_OES:
m_clientStateEnable[3] = enable;
break;
case GL_TEXTURE_COORD_ARRAY:
m_clientStateEnable[4 + m_clientActiveTexture] = enable;
break;
}
}
bool getClientState(GLenum cap, int texUnit) {
switch(cap) {
case GL_VERTEX_ARRAY:
return m_clientStateEnable[0];
case GL_NORMAL_ARRAY:
return m_clientStateEnable[1];
case GL_COLOR_ARRAY:
return m_clientStateEnable[2];
case GL_POINT_SIZE_ARRAY_OES:
return m_clientStateEnable[3];
break;
case GL_TEXTURE_COORD_ARRAY:
return m_clientStateEnable[4 + texUnit];
break;
}
return false;
}
#endif
private:
EGLDisplay m_dpy;
EGLContext m_ctx;
GLDecoderContextData m_contextData;
RendererContext(EGLDisplay dpy, EGLContext ctx) :
m_dpy(dpy),
m_ctx(ctx)
{
#ifdef PVR_WAR
m_activeTexture = 0;
m_clientActiveTexture = 0;
memset(m_tex2DBind, 0, 8*sizeof(GLuint));
memset(m_tex2DEnable, 0, 8*sizeof(bool));
memset(m_clientStateEnable, 0, 16*sizeof(bool));
#endif
}
#ifdef PVR_WAR
int m_tex2DBind[8];
bool m_tex2DEnable[8];
int m_activeTexture;
int m_clientActiveTexture;
bool m_clientStateEnable[16];
PendingCropRectSet m_pendingCropRects;
#endif
};
#endif