upload android base code part6
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android/device/generic/goldfish-opengl/shared/OpenglCodecCommon/GLSharedGroup.h
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android/device/generic/goldfish-opengl/shared/OpenglCodecCommon/GLSharedGroup.h
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _GL_SHARED_GROUP_H_
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#define _GL_SHARED_GROUP_H_
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#define GL_API
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#ifndef ANDROID
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#define GL_APIENTRY
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#define GL_APIENTRYP
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#endif
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#include "TextureSharedData.h"
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <map>
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#include <string>
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#include <vector>
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#include <stdio.h>
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#include <stdlib.h>
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#include "ErrorLog.h"
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#include <utils/KeyedVector.h>
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#include <utils/List.h>
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#include <utils/String8.h>
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#include <utils/threads.h>
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#include "FixedBuffer.h"
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#include "IndexRangeCache.h"
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#include "SmartPtr.h"
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struct BufferData {
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BufferData();
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BufferData(GLsizeiptr size, void * data);
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// General buffer state
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GLsizeiptr m_size;
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GLenum m_usage;
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// Mapped buffer state
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bool m_mapped;
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GLbitfield m_mappedAccess;
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GLintptr m_mappedOffset;
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GLsizeiptr m_mappedLength;
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// Internal bookkeeping
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FixedBuffer m_fixedBuffer; // actual buffer is shadowed here
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IndexRangeCache m_indexRangeCache;
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};
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class ProgramData {
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private:
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typedef struct _IndexInfo {
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GLint base;
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GLint size;
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GLenum type;
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GLint appBase;
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GLint hostLocsPerElement;
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GLuint flags;
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GLint samplerValue; // only set for sampler uniforms
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} IndexInfo;
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GLuint m_numIndexes;
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IndexInfo* m_Indexes;
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bool m_initialized;
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bool m_locShiftWAR;
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android::Vector<GLuint> m_shaders;
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public:
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enum {
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INDEX_FLAG_SAMPLER_EXTERNAL = 0x00000001,
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};
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ProgramData();
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void initProgramData(GLuint numIndexes);
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bool isInitialized();
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virtual ~ProgramData();
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void setIndexInfo(GLuint index, GLint base, GLint size, GLenum type);
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void setIndexFlags(GLuint index, GLuint flags);
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GLuint getIndexForLocation(GLint location);
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GLenum getTypeForLocation(GLint location);
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bool needUniformLocationWAR() const { return m_locShiftWAR; }
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void setupLocationShiftWAR();
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GLint locationWARHostToApp(GLint hostLoc, GLint arrIndex);
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GLint locationWARAppToHost(GLint appLoc);
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GLint getNextSamplerUniform(GLint index, GLint* val, GLenum* target);
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bool setSamplerUniform(GLint appLoc, GLint val, GLenum* target);
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bool attachShader(GLuint shader);
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bool detachShader(GLuint shader);
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size_t getNumShaders() const { return m_shaders.size(); }
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GLuint getShader(size_t i) const { return m_shaders[i]; }
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};
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struct ShaderData {
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typedef android::List<android::String8> StringList;
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StringList samplerExternalNames;
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int refcount;
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std::vector<std::string> sources;
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};
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class ShaderProgramData {
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public:
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ShaderProgramData() {
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shaderData = new ShaderData();
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programData = new ProgramData();
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}
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~ShaderProgramData() {
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delete shaderData;
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delete programData;
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}
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ShaderData* shaderData;
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ProgramData* programData;
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};
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class GLSharedGroup {
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private:
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SharedTextureDataMap m_textureRecs;
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android::DefaultKeyedVector<GLuint, BufferData*> m_buffers;
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android::DefaultKeyedVector<GLuint, ProgramData*> m_programs;
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android::DefaultKeyedVector<GLuint, ShaderData*> m_shaders;
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android::DefaultKeyedVector<uint32_t, ShaderProgramData*> m_shaderPrograms;
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std::map<GLuint, uint32_t> m_shaderProgramIdMap;
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mutable android::Mutex m_lock;
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void refShaderDataLocked(ssize_t shaderIdx);
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void unrefShaderDataLocked(ssize_t shaderIdx);
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uint32_t m_shaderProgramId;
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public:
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GLSharedGroup();
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~GLSharedGroup();
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bool isShaderOrProgramObject(GLuint obj);
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BufferData * getBufferData(GLuint bufferId);
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SharedTextureDataMap* getTextureData();
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void addBufferData(GLuint bufferId, GLsizeiptr size, void * data);
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void updateBufferData(GLuint bufferId, GLsizeiptr size, void * data);
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void setBufferUsage(GLuint bufferId, GLenum usage);
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void setBufferMapped(GLuint bufferId, bool mapped);
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GLenum getBufferUsage(GLuint bufferId);
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bool isBufferMapped(GLuint bufferId);
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GLenum subUpdateBufferData(GLuint bufferId, GLintptr offset, GLsizeiptr size, void * data);
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void deleteBufferData(GLuint);
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bool isProgram(GLuint program);
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bool isProgramInitialized(GLuint program);
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void addProgramData(GLuint program);
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void initProgramData(GLuint program, GLuint numIndexes);
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void attachShader(GLuint program, GLuint shader);
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void detachShader(GLuint program, GLuint shader);
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void deleteProgramData(GLuint program);
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void setProgramIndexInfo(GLuint program, GLuint index, GLint base, GLint size, GLenum type, const char* name);
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GLenum getProgramUniformType(GLuint program, GLint location);
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void setupLocationShiftWAR(GLuint program);
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GLint locationWARHostToApp(GLuint program, GLint hostLoc, GLint arrIndex);
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GLint locationWARAppToHost(GLuint program, GLint appLoc);
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bool needUniformLocationWAR(GLuint program);
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GLint getNextSamplerUniform(GLuint program, GLint index, GLint* val, GLenum* target) const;
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bool setSamplerUniform(GLuint program, GLint appLoc, GLint val, GLenum* target);
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bool isShader(GLuint shader);
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bool addShaderData(GLuint shader);
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// caller must hold a reference to the shader as long as it holds the pointer
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ShaderData* getShaderData(GLuint shader);
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void unrefShaderData(GLuint shader);
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// For separable shader programs.
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uint32_t addNewShaderProgramData();
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void associateGLShaderProgram(GLuint shaderProgramName, uint32_t shaderProgramId);
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ShaderProgramData* getShaderProgramDataById(uint32_t id);
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ShaderProgramData* getShaderProgramData(GLuint shaderProgramName);
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void deleteShaderProgramDataById(uint32_t id);
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void deleteShaderProgramData(GLuint shaderProgramName);
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void initShaderProgramData(GLuint shaderProgram, GLuint numIndices);
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void setShaderProgramIndexInfo(GLuint shaderProgram, GLuint index, GLint base, GLint size, GLenum type, const char* name);
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void setupShaderProgramLocationShiftWAR(GLuint shaderProgram);
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};
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typedef SmartPtr<GLSharedGroup> GLSharedGroupPtr;
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#endif //_GL_SHARED_GROUP_H_
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