blob: 7e71177f09f1ea030c79505688ba78c1b66b41b0 [file] [log] [blame]
/*
* Copyright 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 GLES_V2_CONTEXT_H
#define GLES_V2_CONTEXT_H
#include <GLcommon/GLDispatch.h>
#include <GLcommon/GLEScontext.h>
#include <GLcommon/objectNameManager.h>
class GLESv2Context : public GLEScontext{
public:
void init();
GLESv2Context();
virtual ~GLESv2Context();
void setupArraysPointers(GLESConversionArrays& fArrs,GLint first,GLsizei count,GLenum type,const GLvoid* indices,bool direct);
int getMaxTexUnits();
// This whole att0 thing is about a incompatibility between GLES and OpenGL.
// GLES allows a vertex shader attribute to be in location 0 and have a
// current value, while OpenGL is not very clear about this, which results
// in each implementation doing something different.
void setAttribute0value(float x, float y, float z, float w);
void validateAtt0PreDraw(unsigned int count);
void validateAtt0PostDraw(void);
const float* getAtt0(void) {return m_attribute0value;}
protected:
bool needConvert(GLESConversionArrays& fArrs,GLint first,GLsizei count,GLenum type,const GLvoid* indices,bool direct,GLESpointer* p,GLenum array_id);
private:
void setupArr(const GLvoid* arr,GLenum arrayType,GLenum dataType,GLint size,GLsizei stride,GLboolean normalized, int pointsIndex = -1);
void initExtensionString();
float m_attribute0value[4];
GLfloat* m_att0Array;
unsigned int m_att0ArrayLength;
bool m_att0NeedsDisable;
};
#endif