Import EGL/GLES translator
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98
external/android-emugl/host/libs/Translator/GLES_V2/ProgramData.cpp
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98
external/android-emugl/host/libs/Translator/GLES_V2/ProgramData.cpp
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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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#include <GLES2/gl2.h>
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#include <GLcommon/objectNameManager.h>
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#include "ProgramData.h"
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ProgramData::ProgramData() : ObjectData(PROGRAM_DATA),
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AttachedVertexShader(0),
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AttachedFragmentShader(0),
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LinkStatus(GL_FALSE),
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IsInUse(false),
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DeleteStatus(false) {
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infoLog = new GLchar[1];
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infoLog[0] = '\0';
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}
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ProgramData::~ProgramData () {
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delete[] infoLog;
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};
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void ProgramData::setInfoLog(GLchar* log) {
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delete[] infoLog;
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infoLog = log;
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}
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GLchar* ProgramData::getInfoLog() {
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return infoLog;
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}
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GLuint ProgramData::getAttachedVertexShader() {
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return AttachedVertexShader;
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}
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GLuint ProgramData::getAttachedFragmentShader() {
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return AttachedFragmentShader;
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}
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GLuint ProgramData::getAttachedShader(GLenum type) {
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GLuint shader = 0;
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switch (type) {
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case GL_VERTEX_SHADER:
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shader = AttachedVertexShader;
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break;
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case GL_FRAGMENT_SHADER:
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shader = AttachedFragmentShader;
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break;
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}
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return shader;
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}
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bool ProgramData::attachShader(GLuint shader,GLenum type) {
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if (type==GL_VERTEX_SHADER && AttachedVertexShader==0) {
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AttachedVertexShader=shader;
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return true;
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}
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else if (type==GL_FRAGMENT_SHADER && AttachedFragmentShader==0) {
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AttachedFragmentShader=shader;
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return true;
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}
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return false;
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}
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bool ProgramData::isAttached(GLuint shader) {
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return (AttachedFragmentShader==shader || AttachedVertexShader==shader);
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}
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bool ProgramData::detachShader(GLuint shader) {
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if (AttachedVertexShader==shader) {
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AttachedVertexShader = 0;
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return true;
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}
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else if (AttachedFragmentShader==shader) {
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AttachedFragmentShader = 0;
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return true;
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}
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return false;
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}
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void ProgramData::setLinkStatus(GLint status) {
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LinkStatus = status;
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}
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GLint ProgramData::getLinkStatus() {
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return LinkStatus;
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}
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