56513f5ff4f3e851c5f0cb38dc8851d18616b3c0 |
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30-May-2012 |
Jesse Hall <jessehall@google.com> |
Move emugl system code to development.git Because of the way the SDK and Android system images are branched, host code that goes into the SDK tools can't live in the same repository as code that goes into the system image. This change keeps the emugl host code in sdk.git/emulator/opengl while moving the emugl system code to development.git/tools/emulator/opengl. A few changes were made beyond simply cloning the directories: (a) Makefiles were modified to only build the relevant components. Not doing so would break the build due to having multiple rule definitions. (b) Protocol spec files were moved from the guest encoder directories to the host decoder directories. The decoder must support older versions of the protocol, but not newer versions, so it makes sense to keep the latest version of the protocol spec with the decoder. (c) Along with that, the encoder is now built from checked in generated encoder source rather than directly from the protocol spec. The generated code must be updated manually. This makes it possible to freeze the system encoder version without freezing the host decoder version, and also makes it very obvious when a protocol changes is happening that will require special backwards-compatibility support in the decoder/renderer. (d) Host-only and system-only code were removed from the repository where they aren't used. (e) README and DESIGN documents were updated to reflect this split. No actual source code was changed due to the above. Change-Id: I2c936101ea0405b372750d36ba0f01e84d719c43
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80d4ba77162126cfb60f9ca75f8a1d3a458ed31f |
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18-Apr-2012 |
Jesse Hall <jessehall@google.com> |
Move emulator GLES from development.git to sdk.git The emulator GLES support has two interfaces: a host shared library interface used by QEMU, and a protocol between the platform and the host. The host library interface is not versioned; QEMU and the GLES renderer must match. The protocol on the other hand must be backwards compatible: a new GLES renderer must support an older platform image. Thus for branching purposes it makes more sense to put the GLES renderer in sdk.git, which is branched along with qemu.git for SDK releases. Platform images will be built against the protocol version in the platform branch of sdk.git. Change-Id: Ie73fce12815c9740e27d0f56caa53c6ceb3d30cc
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b62e28ddde79314f9d556f8755b1c08dff9cdabd |
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16-Apr-2012 |
Jesse Hall <jessehall@google.com> |
Move emulator GLES from development.git to sdk.git The emulator GLES support has two interfaces: a host shared library interface used by QEMU, and a protocol between the platform and the host. The host library interface is not versioned; QEMU and the GLES renderer must match. The protocol on the other hand must be backwards compatible: a new GLES renderer must support an older platform image. Thus for branching purposes it makes more sense to put the GLES renderer in sdk.git, which is branched along with qemu.git for SDK releases. Platform images will be built against the protocol version in the platform branch of sdk.git. Change-Id: Ibe2cf8de13520aa3fcbaf72328a15ece261d7b86
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d6bd1843ce6ffd18b8dd7105052572b2c3af876a |
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23-Nov-2011 |
Jesse Hall <jessehall@google.com> |
EmuGL: GLESv2 support for OES_EGL_image_external Change-Id: I8911328d5dcccdf4731bd2d8fd953c12fdec5f1b
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4e6af749d5996edd6558821a7e400427f0457306 |
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16-Sep-2011 |
David 'Digit' Turner <digit@google.com> |
emulator: opengl: Back-port GLES emulation from the master tree. The modules here are only built when BUILD_EMULATOR_OPENGL is defined to true in your environment or your BoardConfig.mk (see tools/emulator/opengl/Android.mk) Change-Id: I5f32c35b4452fb5a7b4d5f9fc5870ec1da6032e6
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7944edcdb28d6924f782fb04464526165447c1e6 |
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10-Aug-2011 |
Guy Zadickario <guy@graphtech.co.il> |
opengles emulator: fix the uniform location WAR for intel platforms Fixed the location shift WAR to work for arrays that starts at location 0. Fixed conformance regressions made by this workaround. The conversion should be smarter than just shifting 16-bits back and forth, it should take into account if array element is being accessed. Change-Id: Icb746c67e16edfacb8264a1e687fd24ac6e868e7
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2ec2fa1a687390c22492fa6344e45d4c6b3c0ea7 |
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08-Aug-2011 |
Liran <liran@graphtech.co.il> |
opengles emulator: fix uniform name translation to apps add special handling of locations smaller or equal to 0 do not translate location -1 (this location means the uniform is not found) location 0 does not need translation, it has no effect Change-Id: Idbde51f08433ed70a5a1a2cf1ede51043f3cca76
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52829d82ab415afd15053f2953fad81b0fdbe4d0 |
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05-Aug-2011 |
Guy Zadickario <guy@graphtech.co.il> |
opengles emulator: Workaround Cordy (Unity) bug with intel driver. Uniform locations are 32-bit values which the application queries from the driver after a shader program is linked. It seems that Cordy game (possibly all Unity based apps) store the returned location as 16-bit value. Intel driver returns location values in the upper 16-bit range :( This is a workaround for this issue, when a program is linked we check the locations of all uniforms, if all locations are within the upper 16-bit range (as with Intel driver) we shift the location value before returning to the application. Also override all functions which take a location parameter and do the reverse shift before sending a location value to the host. Change-Id: I234aaafe3313774b5da79eb1dac713b89b10ad60
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8ee217f9cc21e26f3dd5b52be038475a3818298f |
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01-Aug-2011 |
Liran <liran@graphtech.co.il> |
opengles emulator: fix glGetUnifrom added state tracking for uniforms in program objects for each active uniform in index i we will save its starting location ,size and type, so when calling glGetUniform on its location, we can tell how many bytes we should read from the stream according to the uniform's type add some type and size definitions to functions that calculate size from enum some other fixes to the codec Change-Id: I4ecdf41e752454a908d131e76bab113a616f2bc8
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e99305dd9f4bfa0bc16cea025dd829b2aa5b8030 |
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26-Jul-2011 |
Stas Gurtovoy <stas@graphtech.co.il> |
opengles emulator: cache all buffer on the guest This is needed to support the rare, but still legal scenario, when glDrawElemets is used with some index array data is stored in VBO's while the actual attributes (vertices) data is in immediate mode. When in immediate mode, we need to process the incodes, in order to know which vertex data to send, which was impossible without the caching. This commit introduces a new class GLSharedGroup, which will hold all data that can be shared by shared contexts (buffers are such data). This also makes the "Jet Cars Stunts" app work properly. Change-Id: Ic937080dae461bc8cdf4d10cf37066a6e847f464
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