Import goldfish HAL sources from devices/generic/goldfish
We import all code here so we can customize and keep in sync with what we do on the host side more easily.
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android/opengl/system/GLESv2_enc/GL2EncoderUtils.cpp
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43
android/opengl/system/GLESv2_enc/GL2EncoderUtils.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 <stdio.h>
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#include <stdlib.h>
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#include "GL2Encoder.h"
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#include <assert.h>
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namespace glesv2_enc {
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size_t pixelDataSize(void *self, GLsizei width, GLsizei height, GLenum format, GLenum type, int pack)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert (ctx->state() != NULL);
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return ctx->state()->pixelDataSize(width, height, format, type, pack);
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}
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size_t pixelDataSize3D(void *self, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, int pack)
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{
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size_t layerSize = pixelDataSize(self, width, height, format, type, pack);
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return layerSize * depth;
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}
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GLenum uniformType(void * self, GLuint program, GLint location)
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{
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GL2Encoder * ctx = (GL2Encoder *) self;
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assert (ctx->shared() != NULL);
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return ctx->shared()->getProgramUniformType(program, location);
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}
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} // namespace glesv2_enc
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