Removing GL calls from librs
Change-Id: Ida22199a33f0f9fd534dcc5951d12937967a187b
diff --git a/driver/rsdGL.cpp b/driver/rsdGL.cpp
index b136cc7..a1d1d53 100644
--- a/driver/rsdGL.cpp
+++ b/driver/rsdGL.cpp
@@ -455,3 +455,37 @@
}
}
+
+void rsdGLClearColor(const android::renderscript::Context *rsc,
+ float r, float g, float b, float a) {
+ RSD_CALL_GL(glClearColor, r, g, b, a);
+ RSD_CALL_GL(glClear, GL_COLOR_BUFFER_BIT);
+}
+
+void rsdGLClearDepth(const android::renderscript::Context *rsc, float v) {
+ RSD_CALL_GL(glClearDepthf, v);
+ RSD_CALL_GL(glClear, GL_DEPTH_BUFFER_BIT);
+}
+
+void rsdGLFinish(const android::renderscript::Context *rsc) {
+ RSD_CALL_GL(glFinish);
+}
+
+void rsdGLDrawQuadTexCoords(const android::renderscript::Context *rsc,
+ float x1, float y1, float z1, float u1, float v1,
+ float x2, float y2, float z2, float u2, float v2,
+ float x3, float y3, float z3, float u3, float v3,
+ float x4, float y4, float z4, float u4, float v4) {
+
+ float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4};
+ const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};
+
+ RsdVertexArray::Attrib attribs[2];
+ attribs[0].set(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "ATTRIB_position");
+ attribs[1].set(GL_FLOAT, 2, 8, false, (uint32_t)tex, "ATTRIB_texture0");
+
+ RsdVertexArray va(attribs, 2);
+ va.setup(rsc);
+
+ RSD_CALL_GL(glDrawArrays, GL_TRIANGLE_FAN, 0, 4);
+}