rsdGL.h revision 653b53ebcd2bedc94ac486080d2e82e1920232e3
1/*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#ifndef RSD_GL_H
18#define RSD_GL_H
19
20#include <rs_hal.h>
21#include <EGL/egl.h>
22
23#define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWatchdogGL(NULL, 0, NULL)
24
25class RsdShaderCache;
26class RsdVertexArrayState;
27class RsdFrameBufferObj;
28
29typedef void (* InvokeFunc_t)(void);
30typedef void (*WorkerCallback_t)(void *usr, uint32_t idx);
31
32typedef struct RsdGLRec {
33    struct {
34        EGLint numConfigs;
35        EGLint majorVersion;
36        EGLint minorVersion;
37        EGLConfig config;
38        EGLContext context;
39        EGLSurface surface;
40        EGLSurface surfaceDefault;
41        EGLDisplay display;
42    } egl;
43
44    struct {
45        const uint8_t * vendor;
46        const uint8_t * renderer;
47        const uint8_t * version;
48        const uint8_t * extensions;
49
50        uint32_t majorVersion;
51        uint32_t minorVersion;
52
53        int32_t maxVaryingVectors;
54        int32_t maxTextureImageUnits;
55
56        int32_t maxFragmentTextureImageUnits;
57        int32_t maxFragmentUniformVectors;
58
59        int32_t maxVertexAttribs;
60        int32_t maxVertexUniformVectors;
61        int32_t maxVertexTextureUnits;
62
63        bool OES_texture_npot;
64        bool IMG_texture_npot;
65        bool NV_texture_npot_2D_mipmap;
66        float EXT_texture_max_aniso;
67    } gl;
68
69    ANativeWindow *wndSurface;
70    uint32_t width;
71    uint32_t height;
72    RsdShaderCache *shaderCache;
73    RsdVertexArrayState *vertexArrayState;
74    RsdFrameBufferObj *currentFrameBuffer;
75} RsdGL;
76
77
78bool rsdGLInit(const android::renderscript::Context *rsc);
79void rsdGLShutdown(const android::renderscript::Context *rsc);
80bool rsdGLSetSurface(const android::renderscript::Context *rsc,
81                     uint32_t w, uint32_t h, RsNativeWindow sur);
82void rsdGLSwap(const android::renderscript::Context *rsc);
83void rsdGLCheckError(const android::renderscript::Context *rsc,
84                     const char *msg, bool isFatal = false);
85void rsdGLSetPriority(const android::renderscript::Context *rsc,
86                      int32_t priority);
87void rsdGLClearColor(const android::renderscript::Context *rsc,
88                     float r, float g, float b, float a);
89void rsdGLClearDepth(const android::renderscript::Context *rsc, float v);
90void rsdGLFinish(const android::renderscript::Context *rsc);
91void rsdGLDrawQuadTexCoords(const android::renderscript::Context *rsc,
92                            float x1, float y1, float z1, float u1, float v1,
93                            float x2, float y2, float z2, float u2, float v2,
94                            float x3, float y3, float z3, float u3, float v3,
95                            float x4, float y4, float z4, float u4, float v4);
96
97#endif
98
99