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Diffstat (limited to 'libs/hwui/debug/nullgles.cpp')
-rw-r--r--libs/hwui/debug/nullgles.cpp284
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;
-}