migrate opengl and system from development/tools
- components under system are moved one directory up like all other HALs
Change-Id: I03b870b870d83b247ac398cadfb155f03c9adfa0
diff --git a/system/GLESv2_enc/GL2Encoder.cpp b/system/GLESv2_enc/GL2Encoder.cpp
new file mode 100644
index 0000000..7fc32b5
--- /dev/null
+++ b/system/GLESv2_enc/GL2Encoder.cpp
@@ -0,0 +1,1197 @@
+/*
+* 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.
+*/
+
+#include "GL2Encoder.h"
+#include <assert.h>
+#include <ctype.h>
+
+#ifndef MIN
+#define MIN(a, b) ((a) < (b) ? (a) : (b))
+#endif
+
+static GLubyte *gVendorString= (GLubyte *) "Android";
+static GLubyte *gRendererString= (GLubyte *) "Android HW-GLES 2.0";
+static GLubyte *gVersionString= (GLubyte *) "OpenGL ES 2.0";
+static GLubyte *gExtensionsString= (GLubyte *) ""; // no extensions at this point;
+
+#define SET_ERROR_IF(condition,err) if((condition)) { \
+ ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
+ ctx->setError(err); \
+ return; \
+ }
+
+
+#define RET_AND_SET_ERROR_IF(condition,err,ret) if((condition)) { \
+ ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
+ ctx->setError(err); \
+ return ret; \
+ }
+
+
+GL2Encoder::GL2Encoder(IOStream *stream) : gl2_encoder_context_t(stream)
+{
+ m_initialized = false;
+ m_state = NULL;
+ m_error = GL_NO_ERROR;
+ m_num_compressedTextureFormats = 0;
+ m_compressedTextureFormats = NULL;
+ //overrides
+ m_glFlush_enc = set_glFlush(s_glFlush);
+ m_glPixelStorei_enc = set_glPixelStorei(s_glPixelStorei);
+ m_glGetString_enc = set_glGetString(s_glGetString);
+ m_glBindBuffer_enc = set_glBindBuffer(s_glBindBuffer);
+ m_glBufferData_enc = set_glBufferData(s_glBufferData);
+ m_glBufferSubData_enc = set_glBufferSubData(s_glBufferSubData);
+ m_glDeleteBuffers_enc = set_glDeleteBuffers(s_glDeleteBuffers);
+ m_glDrawArrays_enc = set_glDrawArrays(s_glDrawArrays);
+ m_glDrawElements_enc = set_glDrawElements(s_glDrawElements);
+ m_glGetIntegerv_enc = set_glGetIntegerv(s_glGetIntegerv);
+ m_glGetFloatv_enc = set_glGetFloatv(s_glGetFloatv);
+ m_glGetBooleanv_enc = set_glGetBooleanv(s_glGetBooleanv);
+ m_glVertexAttribPointer_enc = set_glVertexAttribPointer(s_glVertexAtrribPointer);
+ m_glEnableVertexAttribArray_enc = set_glEnableVertexAttribArray(s_glEnableVertexAttribArray);
+ m_glDisableVertexAttribArray_enc = set_glDisableVertexAttribArray(s_glDisableVertexAttribArray);
+ m_glGetVertexAttribiv_enc = set_glGetVertexAttribiv(s_glGetVertexAttribiv);
+ m_glGetVertexAttribfv_enc = set_glGetVertexAttribfv(s_glGetVertexAttribfv);
+ m_glGetVertexAttribPointerv = set_glGetVertexAttribPointerv(s_glGetVertexAttribPointerv);
+ set_glShaderSource(s_glShaderSource);
+ set_glFinish(s_glFinish);
+ m_glGetError_enc = set_glGetError(s_glGetError);
+ m_glLinkProgram_enc = set_glLinkProgram(s_glLinkProgram);
+ m_glDeleteProgram_enc = set_glDeleteProgram(s_glDeleteProgram);
+ m_glGetUniformiv_enc = set_glGetUniformiv(s_glGetUniformiv);
+ m_glGetUniformfv_enc = set_glGetUniformfv(s_glGetUniformfv);
+ m_glCreateProgram_enc = set_glCreateProgram(s_glCreateProgram);
+ m_glCreateShader_enc = set_glCreateShader(s_glCreateShader);
+ m_glDeleteShader_enc = set_glDeleteShader(s_glDeleteShader);
+ m_glAttachShader_enc = set_glAttachShader(s_glAttachShader);
+ m_glDetachShader_enc = set_glDetachShader(s_glDetachShader);
+ m_glGetUniformLocation_enc = set_glGetUniformLocation(s_glGetUniformLocation);
+ m_glUseProgram_enc = set_glUseProgram(s_glUseProgram);
+
+ m_glUniform1f_enc = set_glUniform1f(s_glUniform1f);
+ m_glUniform1fv_enc = set_glUniform1fv(s_glUniform1fv);
+ m_glUniform1i_enc = set_glUniform1i(s_glUniform1i);
+ m_glUniform1iv_enc = set_glUniform1iv(s_glUniform1iv);
+ m_glUniform2f_enc = set_glUniform2f(s_glUniform2f);
+ m_glUniform2fv_enc = set_glUniform2fv(s_glUniform2fv);
+ m_glUniform2i_enc = set_glUniform2i(s_glUniform2i);
+ m_glUniform2iv_enc = set_glUniform2iv(s_glUniform2iv);
+ m_glUniform3f_enc = set_glUniform3f(s_glUniform3f);
+ m_glUniform3fv_enc = set_glUniform3fv(s_glUniform3fv);
+ m_glUniform3i_enc = set_glUniform3i(s_glUniform3i);
+ m_glUniform3iv_enc = set_glUniform3iv(s_glUniform3iv);
+ m_glUniform4f_enc = set_glUniform4f(s_glUniform4f);
+ m_glUniform4fv_enc = set_glUniform4fv(s_glUniform4fv);
+ m_glUniform4i_enc = set_glUniform4i(s_glUniform4i);
+ m_glUniform4iv_enc = set_glUniform4iv(s_glUniform4iv);
+ m_glUniformMatrix2fv_enc = set_glUniformMatrix2fv(s_glUniformMatrix2fv);
+ m_glUniformMatrix3fv_enc = set_glUniformMatrix3fv(s_glUniformMatrix3fv);
+ m_glUniformMatrix4fv_enc = set_glUniformMatrix4fv(s_glUniformMatrix4fv);
+
+ m_glActiveTexture_enc = set_glActiveTexture(s_glActiveTexture);
+ m_glBindTexture_enc = set_glBindTexture(s_glBindTexture);
+ m_glDeleteTextures_enc = set_glDeleteTextures(s_glDeleteTextures);
+ m_glGetTexParameterfv_enc = set_glGetTexParameterfv(s_glGetTexParameterfv);
+ m_glGetTexParameteriv_enc = set_glGetTexParameteriv(s_glGetTexParameteriv);
+ m_glTexParameterf_enc = set_glTexParameterf(s_glTexParameterf);
+ m_glTexParameterfv_enc = set_glTexParameterfv(s_glTexParameterfv);
+ m_glTexParameteri_enc = set_glTexParameteri(s_glTexParameteri);
+ m_glTexParameteriv_enc = set_glTexParameteriv(s_glTexParameteriv);
+}
+
+GL2Encoder::~GL2Encoder()
+{
+ delete m_compressedTextureFormats;
+}
+
+GLenum GL2Encoder::s_glGetError(void * self)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ GLenum err = ctx->getError();
+ if(err != GL_NO_ERROR) {
+ ctx->setError(GL_NO_ERROR);
+ return err;
+ }
+
+ return ctx->m_glGetError_enc(self);
+
+}
+
+void GL2Encoder::s_glFlush(void *self)
+{
+ GL2Encoder *ctx = (GL2Encoder *) self;
+ ctx->m_glFlush_enc(self);
+ ctx->m_stream->flush();
+}
+
+const GLubyte *GL2Encoder::s_glGetString(void *self, GLenum name)
+{
+ GLubyte *retval = (GLubyte *) "";
+ switch(name) {
+ case GL_VENDOR:
+ retval = gVendorString;
+ break;
+ case GL_RENDERER:
+ retval = gRendererString;
+ break;
+ case GL_VERSION:
+ retval = gVersionString;
+ break;
+ case GL_EXTENSIONS:
+ retval = gExtensionsString;
+ break;
+ }
+ return retval;
+}
+
+void GL2Encoder::s_glPixelStorei(void *self, GLenum param, GLint value)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ ctx->m_glPixelStorei_enc(ctx, param, value);
+ assert(ctx->m_state != NULL);
+ ctx->m_state->setPixelStore(param, value);
+}
+
+
+void GL2Encoder::s_glBindBuffer(void *self, GLenum target, GLuint id)
+{
+ GL2Encoder *ctx = (GL2Encoder *) self;
+ assert(ctx->m_state != NULL);
+ ctx->m_state->bindBuffer(target, id);
+ // TODO set error state if needed;
+ ctx->m_glBindBuffer_enc(self, target, id);
+}
+
+void GL2Encoder::s_glBufferData(void * self, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)
+{
+ GL2Encoder *ctx = (GL2Encoder *) self;
+ GLuint bufferId = ctx->m_state->getBuffer(target);
+ SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
+ SET_ERROR_IF(size<0, GL_INVALID_VALUE);
+
+ ctx->m_shared->updateBufferData(bufferId, size, (void*)data);
+ ctx->m_glBufferData_enc(self, target, size, data, usage);
+}
+
+void GL2Encoder::s_glBufferSubData(void * self, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)
+{
+ GL2Encoder *ctx = (GL2Encoder *) self;
+ GLuint bufferId = ctx->m_state->getBuffer(target);
+ SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
+
+ GLenum res = ctx->m_shared->subUpdateBufferData(bufferId, offset, size, (void*)data);
+ SET_ERROR_IF(res, res);
+
+ ctx->m_glBufferSubData_enc(self, target, offset, size, data);
+}
+
+void GL2Encoder::s_glDeleteBuffers(void * self, GLsizei n, const GLuint * buffers)
+{
+ GL2Encoder *ctx = (GL2Encoder *) self;
+ SET_ERROR_IF(n<0, GL_INVALID_VALUE);
+ for (int i=0; i<n; i++) {
+ ctx->m_shared->deleteBufferData(buffers[i]);
+ ctx->m_glDeleteBuffers_enc(self,1,&buffers[i]);
+ }
+}
+
+void GL2Encoder::s_glVertexAtrribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state != NULL);
+ ctx->m_state->setState(indx, size, type, normalized, stride, ptr);
+}
+
+void GL2Encoder::s_glGetIntegerv(void *self, GLenum param, GLint *ptr)
+{
+ GL2Encoder *ctx = (GL2Encoder *) self;
+ assert(ctx->m_state != NULL);
+ GLClientState* state = ctx->m_state;
+
+ switch (param) {
+ case GL_NUM_SHADER_BINARY_FORMATS:
+ *ptr = 0;
+ break;
+ case GL_SHADER_BINARY_FORMATS:
+ // do nothing
+ break;
+
+ case GL_COMPRESSED_TEXTURE_FORMATS: {
+ GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
+ if (ctx->m_num_compressedTextureFormats > 0 &&
+ compressedTextureFormats != NULL) {
+ memcpy(ptr, compressedTextureFormats,
+ ctx->m_num_compressedTextureFormats * sizeof(GLint));
+ }
+ break;
+ }
+
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_TEXTURE_IMAGE_UNITS:
+ ctx->m_glGetIntegerv_enc(self, param, ptr);
+ *ptr = MIN(*ptr, GLClientState::MAX_TEXTURE_UNITS);
+ break;
+
+ case GL_TEXTURE_BINDING_2D:
+ *ptr = state->getBoundTexture(GL_TEXTURE_2D);
+ break;
+ case GL_TEXTURE_BINDING_EXTERNAL_OES:
+ *ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES);
+ break;
+
+ default:
+ if (!ctx->m_state->getClientStateParameter<GLint>(param, ptr)) {
+ ctx->m_glGetIntegerv_enc(self, param, ptr);
+ }
+ break;
+ }
+}
+
+
+void GL2Encoder::s_glGetFloatv(void *self, GLenum param, GLfloat *ptr)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state != NULL);
+ GLClientState* state = ctx->m_state;
+
+ switch (param) {
+ case GL_NUM_SHADER_BINARY_FORMATS:
+ *ptr = 0;
+ break;
+ case GL_SHADER_BINARY_FORMATS:
+ // do nothing
+ break;
+
+ case GL_COMPRESSED_TEXTURE_FORMATS: {
+ GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
+ if (ctx->m_num_compressedTextureFormats > 0 &&
+ compressedTextureFormats != NULL) {
+ for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
+ ptr[i] = (GLfloat) compressedTextureFormats[i];
+ }
+ }
+ break;
+ }
+
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_TEXTURE_IMAGE_UNITS:
+ ctx->m_glGetFloatv_enc(self, param, ptr);
+ *ptr = MIN(*ptr, (GLfloat)GLClientState::MAX_TEXTURE_UNITS);
+ break;
+
+ case GL_TEXTURE_BINDING_2D:
+ *ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_2D);
+ break;
+ case GL_TEXTURE_BINDING_EXTERNAL_OES:
+ *ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES);
+ break;
+
+ default:
+ if (!ctx->m_state->getClientStateParameter<GLfloat>(param, ptr)) {
+ ctx->m_glGetFloatv_enc(self, param, ptr);
+ }
+ break;
+ }
+}
+
+
+void GL2Encoder::s_glGetBooleanv(void *self, GLenum param, GLboolean *ptr)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state != NULL);
+ GLClientState* state = ctx->m_state;
+
+ switch (param) {
+ case GL_NUM_SHADER_BINARY_FORMATS:
+ *ptr = GL_FALSE;
+ break;
+ case GL_SHADER_BINARY_FORMATS:
+ // do nothing
+ break;
+
+ case GL_COMPRESSED_TEXTURE_FORMATS: {
+ GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
+ if (ctx->m_num_compressedTextureFormats > 0 &&
+ compressedTextureFormats != NULL) {
+ for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
+ ptr[i] = compressedTextureFormats[i] != 0 ? GL_TRUE : GL_FALSE;
+ }
+ }
+ break;
+ }
+
+ case GL_TEXTURE_BINDING_2D:
+ *ptr = state->getBoundTexture(GL_TEXTURE_2D) != 0 ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_TEXTURE_BINDING_EXTERNAL_OES:
+ *ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES) != 0
+ ? GL_TRUE : GL_FALSE;
+ break;
+
+ default:
+ if (!ctx->m_state->getClientStateParameter<GLboolean>(param, ptr)) {
+ ctx->m_glGetBooleanv_enc(self, param, ptr);
+ }
+ break;
+ }
+}
+
+
+void GL2Encoder::s_glEnableVertexAttribArray(void *self, GLuint index)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state);
+ ctx->m_state->enable(index, 1);
+}
+
+void GL2Encoder::s_glDisableVertexAttribArray(void *self, GLuint index)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state);
+ ctx->m_state->enable(index, 0);
+}
+
+
+void GL2Encoder::s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state);
+
+ if (!ctx->m_state->getVertexAttribParameter<GLint>(index, pname, params)) {
+ ctx->m_glGetVertexAttribiv_enc(self, index, pname, params);
+ }
+}
+
+void GL2Encoder::s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state);
+
+ if (!ctx->m_state->getVertexAttribParameter<GLfloat>(index, pname, params)) {
+ ctx->m_glGetVertexAttribfv_enc(self, index, pname, params);
+ }
+}
+
+void GL2Encoder::s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ if (ctx->m_state == NULL) return;
+
+ const GLClientState::VertexAttribState *va_state = ctx->m_state->getState(index);
+ if (va_state != NULL) {
+ *pointer = va_state->data;
+ }
+}
+
+
+void GL2Encoder::sendVertexAttributes(GLint first, GLsizei count)
+{
+ assert(m_state);
+
+ for (int i = 0; i < m_state->nLocations(); i++) {
+ bool enableDirty;
+ const GLClientState::VertexAttribState *state = m_state->getStateAndEnableDirty(i, &enableDirty);
+
+ if (!state) {
+ continue;
+ }
+
+ if (!enableDirty && !state->enabled) {
+ continue;
+ }
+
+
+ if (state->enabled) {
+ m_glEnableVertexAttribArray_enc(this, i);
+
+ unsigned int datalen = state->elementSize * count;
+ int stride = state->stride == 0 ? state->elementSize : state->stride;
+ int firstIndex = stride * first;
+
+ if (state->bufferObject == 0) {
+ this->glVertexAttribPointerData(this, i, state->size, state->type, state->normalized, state->stride,
+ (unsigned char *)state->data + firstIndex, datalen);
+ } else {
+ this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, state->bufferObject);
+ this->glVertexAttribPointerOffset(this, i, state->size, state->type, state->normalized, state->stride,
+ (GLuint) state->data + firstIndex);
+ this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, m_state->currentArrayVbo());
+ }
+ } else {
+ this->m_glDisableVertexAttribArray_enc(this, i);
+ }
+ }
+}
+
+void GL2Encoder::s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ ctx->sendVertexAttributes(first, count);
+ ctx->m_glDrawArrays_enc(ctx, mode, 0, count);
+}
+
+
+void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, const void *indices)
+{
+
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ assert(ctx->m_state != NULL);
+ SET_ERROR_IF(count<0, GL_INVALID_VALUE);
+
+ bool has_immediate_arrays = false;
+ bool has_indirect_arrays = false;
+ int nLocations = ctx->m_state->nLocations();
+
+ for (int i = 0; i < nLocations; i++) {
+ const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
+ if (state->enabled) {
+ if (state->bufferObject != 0) {
+ has_indirect_arrays = true;
+ } else {
+ has_immediate_arrays = true;
+ }
+ }
+ }
+
+ if (!has_immediate_arrays && !has_indirect_arrays) {
+ ALOGE("glDrawElements: no data bound to the command - ignoring\n");
+ return;
+ }
+
+ bool adjustIndices = true;
+ if (ctx->m_state->currentIndexVbo() != 0) {
+ if (!has_immediate_arrays) {
+ ctx->sendVertexAttributes(0, count);
+ ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, ctx->m_state->currentIndexVbo());
+ ctx->glDrawElementsOffset(ctx, mode, count, type, (GLuint)indices);
+ adjustIndices = false;
+ } else {
+ BufferData * buf = ctx->m_shared->getBufferData(ctx->m_state->currentIndexVbo());
+ ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0);
+ indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + (GLintptr)indices);
+ }
+ }
+ if (adjustIndices) {
+ void *adjustedIndices = (void*)indices;
+ int minIndex = 0, maxIndex = 0;
+
+ switch(type) {
+ case GL_BYTE:
+ case GL_UNSIGNED_BYTE:
+ GLUtils::minmax<unsigned char>((unsigned char *)indices, count, &minIndex, &maxIndex);
+ if (minIndex != 0) {
+ adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
+ GLUtils::shiftIndices<unsigned char>((unsigned char *)indices,
+ (unsigned char *)adjustedIndices,
+ count, -minIndex);
+ }
+ break;
+ case GL_SHORT:
+ case GL_UNSIGNED_SHORT:
+ GLUtils::minmax<unsigned short>((unsigned short *)indices, count, &minIndex, &maxIndex);
+ if (minIndex != 0) {
+ adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
+ GLUtils::shiftIndices<unsigned short>((unsigned short *)indices,
+ (unsigned short *)adjustedIndices,
+ count, -minIndex);
+ }
+ break;
+ default:
+ ALOGE("unsupported index buffer type %d\n", type);
+ }
+ if (has_indirect_arrays || 1) {
+ ctx->sendVertexAttributes(minIndex, maxIndex - minIndex + 1);
+ ctx->glDrawElementsData(ctx, mode, count, type, adjustedIndices,
+ count * glSizeof(type));
+ // XXX - OPTIMIZATION (see the other else branch) should be implemented
+ if(!has_indirect_arrays) {
+ //ALOGD("unoptimized drawelements !!!\n");
+ }
+ } else {
+ // we are all direct arrays and immidate mode index array -
+ // rebuild the arrays and the index array;
+ ALOGE("glDrawElements: direct index & direct buffer data - will be implemented in later versions;\n");
+ }
+ }
+}
+
+
+GLint * GL2Encoder::getCompressedTextureFormats()
+{
+ if (m_compressedTextureFormats == NULL) {
+ this->glGetIntegerv(this, GL_NUM_COMPRESSED_TEXTURE_FORMATS,
+ &m_num_compressedTextureFormats);
+ if (m_num_compressedTextureFormats > 0) {
+ // get number of texture formats;
+ m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats];
+ this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureFormats);
+ }
+ }
+ return m_compressedTextureFormats;
+}
+
+// Replace uses of samplerExternalOES with sampler2D, recording the names of
+// modified shaders in data. Also remove
+// #extension GL_OES_EGL_image_external : require
+// statements.
+//
+// This implementation assumes the input has already been pre-processed. If not,
+// a few cases will be mishandled:
+//
+// 1. "mySampler" will be incorrectly recorded as being a samplerExternalOES in
+// the following code:
+// #if 1
+// uniform sampler2D mySampler;
+// #else
+// uniform samplerExternalOES mySampler;
+// #endif
+//
+// 2. Comments that look like sampler declarations will be incorrectly modified
+// and recorded:
+// // samplerExternalOES hahaFooledYou
+//
+// 3. However, GLSL ES does not have a concatentation operator, so things like
+// this (valid in C) are invalid and not a problem:
+// #define SAMPLER(TYPE, NAME) uniform sampler#TYPE NAME
+// SAMPLER(ExternalOES, mySampler);
+//
+static bool replaceSamplerExternalWith2D(char* const str, ShaderData* const data)
+{
+ static const char STR_HASH_EXTENSION[] = "#extension";
+ static const char STR_GL_OES_EGL_IMAGE_EXTERNAL[] = "GL_OES_EGL_image_external";
+ static const char STR_SAMPLER_EXTERNAL_OES[] = "samplerExternalOES";
+ static const char STR_SAMPLER2D_SPACE[] = "sampler2D ";
+
+ // -- overwrite all "#extension GL_OES_EGL_image_external : xxx" statements
+ char* c = str;
+ while ((c = strstr(c, STR_HASH_EXTENSION))) {
+ char* start = c;
+ c += sizeof(STR_HASH_EXTENSION)-1;
+ while (isspace(*c) && *c != '\0') {
+ c++;
+ }
+ if (strncmp(c, STR_GL_OES_EGL_IMAGE_EXTERNAL,
+ sizeof(STR_GL_OES_EGL_IMAGE_EXTERNAL)-1) == 0)
+ {
+ // #extension statements are terminated by end of line
+ c = start;
+ while (*c != '\0' && *c != '\r' && *c != '\n') {
+ *c++ = ' ';
+ }
+ }
+ }
+
+ // -- replace "samplerExternalOES" with "sampler2D" and record name
+ c = str;
+ while ((c = strstr(c, STR_SAMPLER_EXTERNAL_OES))) {
+ // Make sure "samplerExternalOES" isn't a substring of a larger token
+ if (c == str || !isspace(*(c-1))) {
+ c++;
+ continue;
+ }
+ char* sampler_start = c;
+ c += sizeof(STR_SAMPLER_EXTERNAL_OES)-1;
+ if (!isspace(*c) && *c != '\0') {
+ continue;
+ }
+
+ // capture sampler name
+ while (isspace(*c) && *c != '\0') {
+ c++;
+ }
+ if (!isalpha(*c) && *c != '_') {
+ // not an identifier
+ return false;
+ }
+ char* name_start = c;
+ do {
+ c++;
+ } while (isalnum(*c) || *c == '_');
+ data->samplerExternalNames.push_back(
+ android::String8(name_start, c - name_start));
+
+ // memcpy instead of strcpy since we don't want the NUL terminator
+ memcpy(sampler_start, STR_SAMPLER2D_SPACE, sizeof(STR_SAMPLER2D_SPACE)-1);
+ }
+
+ return true;
+}
+
+void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ ShaderData* shaderData = ctx->m_shared->getShaderData(shader);
+ SET_ERROR_IF(!shaderData, GL_INVALID_VALUE);
+
+ int len = glUtilsCalcShaderSourceLen((char**)string, (GLint*)length, count);
+ char *str = new char[len + 1];
+ glUtilsPackStrings(str, (char**)string, (GLint*)length, count);
+
+ // TODO: pre-process str before calling replaceSamplerExternalWith2D().
+ // Perhaps we can borrow Mesa's pre-processor?
+
+ if (!replaceSamplerExternalWith2D(str, shaderData)) {
+ delete str;
+ ctx->setError(GL_OUT_OF_MEMORY);
+ return;
+ }
+
+ ctx->glShaderString(ctx, shader, str, len + 1);
+ delete str;
+}
+
+void GL2Encoder::s_glFinish(void *self)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ ctx->glFinishRoundTrip(self);
+}
+
+void GL2Encoder::s_glLinkProgram(void * self, GLuint program)
+{
+ GL2Encoder *ctx = (GL2Encoder *)self;
+ ctx->m_glLinkProgram_enc(self, program);
+
+ GLint linkStatus = 0;
+ ctx->glGetProgramiv(self,program,GL_LINK_STATUS,&linkStatus);
+ if (!linkStatus)
+ return;
+
+ //get number of active uniforms in the program
+ GLint numUniforms=0;
+ ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORMS, &numUniforms);
+ ctx->m_shared->initProgramData(program,numUniforms);
+
+ //get the length of the longest uniform name
+ GLint maxLength=0;
+ ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
+
+ GLint size;
+ GLenum type;
+ GLchar *name = new GLchar[maxLength+1];
+ GLint location;
+ //for each active uniform, get its size and starting location.
+ for (GLint i=0 ; i<numUniforms ; ++i)
+ {
+ ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name);
+ location = ctx->m_glGetUniformLocation_enc(self, program, name);
+ ctx->m_shared->setProgramIndexInfo(program, i, location, size, type, name);
+ }
+ ctx->m_shared->setupLocationShiftWAR(program);
+
+ delete[] name;
+}
+
+void GL2Encoder::s_glDeleteProgram(void *self, GLuint program)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ ctx->m_glDeleteProgram_enc(self, program);
+
+ ctx->m_shared->deleteProgramData(program);
+}
+
+void GL2Encoder::s_glGetUniformiv(void *self, GLuint program, GLint location, GLint* params)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_VALUE);
+ SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(program, location);
+ SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
+ ctx->m_glGetUniformiv_enc(self, program, hostLoc, params);
+}
+void GL2Encoder::s_glGetUniformfv(void *self, GLuint program, GLint location, GLfloat* params)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_VALUE);
+ SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(program,location);
+ SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
+ ctx->m_glGetUniformfv_enc(self, program, hostLoc, params);
+}
+
+GLuint GL2Encoder::s_glCreateProgram(void * self)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLuint program = ctx->m_glCreateProgram_enc(self);
+ if (program!=0)
+ ctx->m_shared->addProgramData(program);
+ return program;
+}
+
+GLuint GL2Encoder::s_glCreateShader(void *self, GLenum shaderType)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLuint shader = ctx->m_glCreateShader_enc(self, shaderType);
+ if (shader != 0) {
+ if (!ctx->m_shared->addShaderData(shader)) {
+ ctx->m_glDeleteShader_enc(self, shader);
+ return 0;
+ }
+ }
+ return shader;
+}
+
+void GL2Encoder::s_glDeleteShader(void *self, GLenum shader)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ ctx->m_glDeleteShader_enc(self,shader);
+ ctx->m_shared->unrefShaderData(shader);
+}
+
+void GL2Encoder::s_glAttachShader(void *self, GLuint program, GLuint shader)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ ctx->m_glAttachShader_enc(self, program, shader);
+ ctx->m_shared->attachShader(program, shader);
+}
+
+void GL2Encoder::s_glDetachShader(void *self, GLuint program, GLuint shader)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ ctx->m_glDetachShader_enc(self, program, shader);
+ ctx->m_shared->detachShader(program, shader);
+}
+
+int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar *name)
+{
+ if (!name) return -1;
+
+ GL2Encoder *ctx = (GL2Encoder*)self;
+
+ // if we need the uniform location WAR
+ // parse array index from the end of the name string
+ int arrIndex = 0;
+ bool needLocationWAR = ctx->m_shared->needUniformLocationWAR(program);
+ if (needLocationWAR) {
+ int namelen = strlen(name);
+ if (name[namelen-1] == ']') {
+ char *brace = strrchr(name,'[');
+ if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) {
+ return -1;
+ }
+
+ }
+ }
+
+ int hostLoc = ctx->m_glGetUniformLocation_enc(self, program, name);
+ if (hostLoc >= 0 && needLocationWAR) {
+ return ctx->m_shared->locationWARHostToApp(program, hostLoc, arrIndex);
+ }
+ return hostLoc;
+}
+
+bool GL2Encoder::updateHostTexture2DBinding(GLenum texUnit, GLenum newTarget)
+{
+ if (newTarget != GL_TEXTURE_2D && newTarget != GL_TEXTURE_EXTERNAL_OES)
+ return false;
+
+ m_state->setActiveTextureUnit(texUnit);
+
+ GLenum oldTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D);
+ if (newTarget != oldTarget) {
+ if (newTarget == GL_TEXTURE_EXTERNAL_OES) {
+ m_state->disableTextureTarget(GL_TEXTURE_2D);
+ m_state->enableTextureTarget(GL_TEXTURE_EXTERNAL_OES);
+ } else {
+ m_state->disableTextureTarget(GL_TEXTURE_EXTERNAL_OES);
+ m_state->enableTextureTarget(GL_TEXTURE_2D);
+ }
+ m_glActiveTexture_enc(this, texUnit);
+ m_glBindTexture_enc(this, GL_TEXTURE_2D,
+ m_state->getBoundTexture(newTarget));
+ return true;
+ }
+
+ return false;
+}
+
+void GL2Encoder::s_glUseProgram(void *self, GLuint program)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLClientState* state = ctx->m_state;
+ GLSharedGroupPtr shared = ctx->m_shared;
+
+ ctx->m_glUseProgram_enc(self, program);
+ ctx->m_state->setCurrentProgram(program);
+
+ GLenum origActiveTexture = state->getActiveTextureUnit();
+ GLenum hostActiveTexture = origActiveTexture;
+ GLint samplerIdx = -1;
+ GLint samplerVal;
+ GLenum samplerTarget;
+ while ((samplerIdx = shared->getNextSamplerUniform(program, samplerIdx, &samplerVal, &samplerTarget)) != -1) {
+ if (samplerVal < 0 || samplerVal >= GLClientState::MAX_TEXTURE_UNITS)
+ continue;
+ if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + samplerVal,
+ samplerTarget))
+ {
+ hostActiveTexture = GL_TEXTURE0 + samplerVal;
+ }
+ }
+ state->setActiveTextureUnit(origActiveTexture);
+ if (hostActiveTexture != origActiveTexture) {
+ ctx->m_glActiveTexture_enc(self, origActiveTexture);
+ }
+}
+
+void GL2Encoder::s_glUniform1f(void *self , GLint location, GLfloat x)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform1f_enc(self, hostLoc, x);
+}
+
+void GL2Encoder::s_glUniform1fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform1fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform1i(void *self , GLint location, GLint x)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLClientState* state = ctx->m_state;
+ GLSharedGroupPtr shared = ctx->m_shared;
+
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform1i_enc(self, hostLoc, x);
+
+ GLenum target;
+ if (shared->setSamplerUniform(state->currentProgram(), location, x, &target)) {
+ GLenum origActiveTexture = state->getActiveTextureUnit();
+ if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + x, target)) {
+ ctx->m_glActiveTexture_enc(self, origActiveTexture);
+ }
+ state->setActiveTextureUnit(origActiveTexture);
+ }
+}
+
+void GL2Encoder::s_glUniform1iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform1iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform2f(void *self , GLint location, GLfloat x, GLfloat y)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform2f_enc(self, hostLoc, x, y);
+}
+
+void GL2Encoder::s_glUniform2fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform2fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform2i(void *self , GLint location, GLint x, GLint y)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform2i_enc(self, hostLoc, x, y);
+}
+
+void GL2Encoder::s_glUniform2iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform2iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform3f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform3f_enc(self, hostLoc, x, y, z);
+}
+
+void GL2Encoder::s_glUniform3fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform3fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform3i(void *self , GLint location, GLint x, GLint y, GLint z)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform3i_enc(self, hostLoc, x, y, z);
+}
+
+void GL2Encoder::s_glUniform3iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform3iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform4f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform4f_enc(self, hostLoc, x, y, z, w);
+}
+
+void GL2Encoder::s_glUniform4fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform4fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform4i(void *self , GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform4i_enc(self, hostLoc, x, y, z, w);
+}
+
+void GL2Encoder::s_glUniform4iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniform4iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniformMatrix2fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniformMatrix2fv_enc(self, hostLoc, count, transpose, value);
+}
+
+void GL2Encoder::s_glUniformMatrix3fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniformMatrix3fv_enc(self, hostLoc, count, transpose, value);
+}
+
+void GL2Encoder::s_glUniformMatrix4fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GL2Encoder *ctx = (GL2Encoder*)self;
+ GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
+ ctx->m_glUniformMatrix4fv_enc(self, hostLoc, count, transpose, value);
+}
+
+void GL2Encoder::s_glActiveTexture(void* self, GLenum texture)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ GLClientState* state = ctx->m_state;
+ GLenum err;
+
+ SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err);
+
+ ctx->m_glActiveTexture_enc(ctx, texture);
+}
+
+void GL2Encoder::s_glBindTexture(void* self, GLenum target, GLuint texture)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ GLClientState* state = ctx->m_state;
+ GLenum err;
+ GLboolean firstUse;
+
+ SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err);
+
+ if (target != GL_TEXTURE_2D && target != GL_TEXTURE_EXTERNAL_OES) {
+ ctx->m_glBindTexture_enc(ctx, target, texture);
+ return;
+ }
+
+ GLenum priorityTarget = state->getPriorityEnabledTarget(GL_TEXTURE_2D);
+
+ if (target == GL_TEXTURE_EXTERNAL_OES && firstUse) {
+ ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture);
+ ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
+ GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
+ GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
+ GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ if (target != priorityTarget) {
+ ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D,
+ state->getBoundTexture(GL_TEXTURE_2D));
+ }
+ }
+
+ if (target == priorityTarget) {
+ ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture);
+ }
+}
+
+void GL2Encoder::s_glDeleteTextures(void* self, GLsizei n, const GLuint* textures)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ GLClientState* state = ctx->m_state;
+
+ state->deleteTextures(n, textures);
+ ctx->m_glDeleteTextures_enc(ctx, n, textures);
+}
+
+void GL2Encoder::s_glGetTexParameterfv(void* self,
+ GLenum target, GLenum pname, GLfloat* params)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ const GLClientState* state = ctx->m_state;
+
+ if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+ ctx->override2DTextureTarget(target);
+ ctx->m_glGetTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params);
+ ctx->restore2DTextureTarget();
+ } else {
+ ctx->m_glGetTexParameterfv_enc(ctx, target, pname, params);
+ }
+}
+
+void GL2Encoder::s_glGetTexParameteriv(void* self,
+ GLenum target, GLenum pname, GLint* params)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ const GLClientState* state = ctx->m_state;
+
+ switch (pname) {
+ case GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES:
+ *params = 1;
+ break;
+
+ default:
+ if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+ ctx->override2DTextureTarget(target);
+ ctx->m_glGetTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params);
+ ctx->restore2DTextureTarget();
+ } else {
+ ctx->m_glGetTexParameteriv_enc(ctx, target, pname, params);
+ }
+ break;
+ }
+}
+
+static bool isValidTextureExternalParam(GLenum pname, GLenum param)
+{
+ switch (pname) {
+ case GL_TEXTURE_MIN_FILTER:
+ case GL_TEXTURE_MAG_FILTER:
+ return param == GL_NEAREST || param == GL_LINEAR;
+
+ case GL_TEXTURE_WRAP_S:
+ case GL_TEXTURE_WRAP_T:
+ return param == GL_CLAMP_TO_EDGE;
+
+ default:
+ return true;
+ }
+}
+
+void GL2Encoder::s_glTexParameterf(void* self,
+ GLenum target, GLenum pname, GLfloat param)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ const GLClientState* state = ctx->m_state;
+
+ SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+ !isValidTextureExternalParam(pname, (GLenum)param)),
+ GL_INVALID_ENUM);
+
+ if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+ ctx->override2DTextureTarget(target);
+ ctx->m_glTexParameterf_enc(ctx, GL_TEXTURE_2D, pname, param);
+ ctx->restore2DTextureTarget();
+ } else {
+ ctx->m_glTexParameterf_enc(ctx, target, pname, param);
+ }
+}
+
+void GL2Encoder::s_glTexParameterfv(void* self,
+ GLenum target, GLenum pname, const GLfloat* params)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ const GLClientState* state = ctx->m_state;
+
+ SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+ !isValidTextureExternalParam(pname, (GLenum)params[0])),
+ GL_INVALID_ENUM);
+
+ if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+ ctx->override2DTextureTarget(target);
+ ctx->m_glTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params);
+ ctx->restore2DTextureTarget();
+ } else {
+ ctx->m_glTexParameterfv_enc(ctx, target, pname, params);
+ }
+}
+
+void GL2Encoder::s_glTexParameteri(void* self,
+ GLenum target, GLenum pname, GLint param)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ const GLClientState* state = ctx->m_state;
+
+ SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+ !isValidTextureExternalParam(pname, (GLenum)param)),
+ GL_INVALID_ENUM);
+
+ if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+ ctx->override2DTextureTarget(target);
+ ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, pname, param);
+ ctx->restore2DTextureTarget();
+ } else {
+ ctx->m_glTexParameteri_enc(ctx, target, pname, param);
+ }
+}
+
+void GL2Encoder::s_glTexParameteriv(void* self,
+ GLenum target, GLenum pname, const GLint* params)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ const GLClientState* state = ctx->m_state;
+
+ SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+ !isValidTextureExternalParam(pname, (GLenum)params[0])),
+ GL_INVALID_ENUM);
+
+ if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+ ctx->override2DTextureTarget(target);
+ ctx->m_glTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params);
+ ctx->restore2DTextureTarget();
+ } else {
+ ctx->m_glTexParameteriv_enc(ctx, target, pname, params);
+ }
+}
+
+void GL2Encoder::override2DTextureTarget(GLenum target)
+{
+ if ((target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) &&
+ target != m_state->getPriorityEnabledTarget(GL_TEXTURE_2D)) {
+ m_glBindTexture_enc(this, GL_TEXTURE_2D,
+ m_state->getBoundTexture(target));
+ }
+}
+
+void GL2Encoder::restore2DTextureTarget()
+{
+ GLenum priorityTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D);
+ m_glBindTexture_enc(this, GL_TEXTURE_2D,
+ m_state->getBoundTexture(priorityTarget));
+}