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#ifndef _GL2_DECODER_H_
#define _GL2_DECODER_H_
#define GLES2_LIBNAME_VAR "ANDROID_GLESv2_LIB"
#define GLES2_LIBNAME "libGLESv2.so"
#include "gl2_dec.h"
#include "osDynLibrary.h"
#include "GLDecoderContextData.h"
class GL2Decoder : public gl2_decoder_context_t
{
public:
typedef void *(*get_proc_func_t)(const char *name, void *userData);
GL2Decoder();
~GL2Decoder();
int initGL(get_proc_func_t getProcFunc = NULL, void *getProcFuncData = NULL);
void setContextData(GLDecoderContextData *contextData) { m_contextData = contextData; }
private:
GLDecoderContextData *m_contextData;
osUtils::dynLibrary * m_GL2library;
static void *s_getProc(const char *name, void *userData);
static void gl2_APIENTRY s_glGetCompressedTextureFormats(void *self, int count, GLint *formats);
static void gl2_APIENTRY s_glVertexAttribPointerData(void *self, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, void * data, GLuint datalen);
static void gl2_APIENTRY s_glVertexAttribPointerOffset(void *self, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLuint offset);
static void gl2_APIENTRY s_glDrawElementsOffset(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset);
static void gl2_APIENTRY s_glDrawElementsData(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen);
static void gl2_APIENTRY s_glShaderString(void *self, GLuint shader, const GLchar* string, GLsizei len);
static int gl2_APIENTRY s_glFinishRoundTrip(void *self);
};
#endif