diff options
Diffstat (limited to 'libs/hwui/debug/nullgles.cpp')
-rw-r--r-- | libs/hwui/debug/nullgles.cpp | 284 |
1 files changed, 0 insertions, 284 deletions
diff --git a/libs/hwui/debug/nullgles.cpp b/libs/hwui/debug/nullgles.cpp deleted file mode 100644 index 8689f9814f7b..000000000000 --- a/libs/hwui/debug/nullgles.cpp +++ /dev/null @@ -1,284 +0,0 @@ -/* - * Copyright(C) 2015 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. - */ - -#include "unwrap_gles.h" - -#include <GLES3/gl3.h> -#include <GLES2/gl2ext.h> - -#include <stdlib.h> -#include <string.h> - -struct { - GLboolean scissorEnabled; -} gState; - -void glGenCommon(GLsizei n, GLuint *buffers) { - static GLuint nextId = 0; - int i; - for(i = 0; i < n; i++) { - buffers[i] = ++nextId; - } -} - -void glGenBuffers(GLsizei n, GLuint *buffers) { - glGenCommon(n, buffers); -} - -void glGenFramebuffers(GLsizei n, GLuint *framebuffers) { - glGenCommon(n, framebuffers); -} - -void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) { - glGenCommon(n, renderbuffers); -} - -void glGenTextures(GLsizei n, GLuint *textures) { - glGenCommon(n, textures); -} - -GLuint glCreateProgram(void) { - static GLuint nextProgram = 0; - return ++nextProgram; -} - -GLuint glCreateShader(GLenum type) { - static GLuint nextShader = 0; - return ++nextShader; -} - -void glGetProgramiv(GLuint program, GLenum pname, GLint *params) { - switch (pname) { - case GL_DELETE_STATUS: - case GL_LINK_STATUS: - case GL_VALIDATE_STATUS: - *params = GL_TRUE; - break; - case GL_INFO_LOG_LENGTH: - *params = 16; - break; - } -} - -void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { - *length = snprintf(infoLog, bufSize, "success"); - if (*length >= bufSize) { - *length = bufSize - 1; - } -} - -void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) { - switch (pname) { - case GL_COMPILE_STATUS: - case GL_DELETE_STATUS: - *params = GL_TRUE; - } -} - -void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { - *length = snprintf(infoLog, bufSize, "success"); - if (*length >= bufSize) { - *length = bufSize - 1; - } -} - -void setBooleanState(GLenum cap, GLboolean value) { - switch (cap) { - case GL_SCISSOR_TEST: - gState.scissorEnabled = value; - break; - } -} - -void glEnable(GLenum cap) { - setBooleanState(cap, GL_TRUE); -} - -void glDisable(GLenum cap) { - setBooleanState(cap, GL_FALSE); -} - -GLboolean glIsEnabled(GLenum cap) { - switch (cap) { - case GL_SCISSOR_TEST: - return gState.scissorEnabled; - default: - return GL_FALSE; - } -} - -void glGetIntegerv(GLenum pname, GLint *data) { - switch (pname) { - case GL_MAX_TEXTURE_SIZE: - *data = 2048; - break; - case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: - *data = 4; - break; - default: - *data = 0; - } -} - -GLenum glCheckFramebufferStatus(GLenum target) { - switch (target) { - case GL_FRAMEBUFFER: - return GL_FRAMEBUFFER_COMPLETE; - default: - return 0; // error case - } -} - -const char* getString(GLenum name) { - switch (name) { - case GL_VENDOR: - return "android"; - case GL_RENDERER: - return "null"; - case GL_VERSION: - return "OpenGL ES 2.0 rev1"; - case GL_SHADING_LANGUAGE_VERSION: - return "OpenGL ES GLSL ES 2.0 rev1"; - case GL_EXTENSIONS: - default: - return ""; - } -} - -const GLubyte* glGetString(GLenum name) { - return (GLubyte*) getString(name); -} - -void glActiveTexture(GLenum texture) {} -void glAttachShader(GLuint program, GLuint shader) {} -void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) {} -void glBindBuffer(GLenum target, GLuint buffer) {} -void glBindFramebuffer(GLenum target, GLuint framebuffer) {} -void glBindRenderbuffer(GLenum target, GLuint renderbuffer) {} -void glBindTexture(GLenum target, GLuint texture) {} -void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {} -void glBlendEquation(GLenum mode) {} -void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {} -void glBlendFunc(GLenum sfactor, GLenum dfactor) {} -void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {} -void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage) {} -void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) {} -void glClear(GLbitfield mask) {} -void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {} -void glClearDepthf(GLfloat d) {} -void glClearStencil(GLint s) {} -void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {} -void glCompileShader(GLuint shader) {} -void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {} -void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {} -void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {} -void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {} -void glCullFace(GLenum mode) {} -void glDeleteBuffers(GLsizei n, const GLuint *buffers) {} -void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {} -void glDeleteProgram(GLuint program) {} -void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {} -void glDeleteShader(GLuint shader) {} -void glDeleteTextures(GLsizei n, const GLuint *textures) {} -void glDepthFunc(GLenum func) {} -void glDepthMask(GLboolean flag) {} -void glDepthRangef(GLfloat n, GLfloat f) {} -void glDetachShader(GLuint program, GLuint shader) {} -void glDisableVertexAttribArray(GLuint index) {} -void glDrawArrays(GLenum mode, GLint first, GLsizei count) {} -void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) {} -void glEnableVertexAttribArray(GLuint index) {} -void glFinish(void) {} -void glFlush(void) {} -void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {} -void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {} -void glFrontFace(GLenum mode) {} -void glGenerateMipmap(GLenum target) {} -GLint glGetAttribLocation(GLuint program, const GLchar *name) { return 1; } -GLenum glGetError(void) { return GL_NO_ERROR; } -GLint glGetUniformLocation(GLuint program, const GLchar *name) { return 2; } -void glHint(GLenum target, GLenum mode) {} -void glLineWidth(GLfloat width) {} -void glLinkProgram(GLuint program) {} -void glPixelStorei(GLenum pname, GLint param) {} -void glPolygonOffset(GLfloat factor, GLfloat units) {} -void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) {} -void glReleaseShaderCompiler(void) {} -void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {} -void glSampleCoverage(GLfloat value, GLboolean invert) {} -void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {} -void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) {} -void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {} -void glStencilFunc(GLenum func, GLint ref, GLuint mask) {} -void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {} -void glStencilMask(GLuint mask) {} -void glStencilMaskSeparate(GLenum face, GLuint mask) {} -void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {} -void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {} -void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) {} -void glTexParameterf(GLenum target, GLenum pname, GLfloat param) {} -void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) {} -void glTexParameteri(GLenum target, GLenum pname, GLint param) {} -void glTexParameteriv(GLenum target, GLenum pname, const GLint *params) {} -void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {} -void glUniform1f(GLint location, GLfloat v0) {} -void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) {} -void glUniform1i(GLint location, GLint v0) {} -void glUniform1iv(GLint location, GLsizei count, const GLint *value) {} -void glUniform2f(GLint location, GLfloat v0, GLfloat v1) {} -void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) {} -void glUniform2i(GLint location, GLint v0, GLint v1) {} -void glUniform2iv(GLint location, GLsizei count, const GLint *value) {} -void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {} -void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) {} -void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {} -void glUniform3iv(GLint location, GLsizei count, const GLint *value) {} -void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {} -void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) {} -void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {} -void glUniform4iv(GLint location, GLsizei count, const GLint *value) {} -void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} -void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} -void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} -void glUseProgram(GLuint program) {} -void glValidateProgram(GLuint program) {} -void glVertexAttrib1f(GLuint index, GLfloat x) {} -void glVertexAttrib1fv(GLuint index, const GLfloat *v) {} -void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {} -void glVertexAttrib2fv(GLuint index, const GLfloat *v) {} -void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {} -void glVertexAttrib3fv(GLuint index, const GLfloat *v) {} -void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {} -void glVertexAttrib4fv(GLuint index, const GLfloat *v) {} -void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {} -void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {} - - -// gles2 ext -void glInsertEventMarkerEXT(GLsizei length, const GLchar *marker) {} -void glPushGroupMarkerEXT(GLsizei length, const GLchar *marker) {} -void glPopGroupMarkerEXT(void) {} -void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum *attachments) {} -void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image) {} - -// GLES3 -void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { - return 0; -} - -GLboolean glUnmapBuffer(GLenum target) { - return GL_FALSE; -} |