Initial work
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external/android-emugl/host/libs/GLESv2_dec/GLESv2Decoder.h
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external/android-emugl/host/libs/GLESv2_dec/GLESv2Decoder.h
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/*
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* Copyright 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 _GL2_DECODER_H_
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#define _GL2_DECODER_H_
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#include "gles2_dec.h"
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#include "GLDecoderContextData.h"
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#include "emugl/common/shared_library.h"
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class GLESv2Decoder : public gles2_decoder_context_t
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{
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public:
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typedef void *(*get_proc_func_t)(const char *name, void *userData);
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GLESv2Decoder();
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~GLESv2Decoder();
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int initGL(get_proc_func_t getProcFunc, void *getProcFuncData);
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void setContextData(GLDecoderContextData *contextData) { m_contextData = contextData; }
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private:
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GLDecoderContextData *m_contextData;
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emugl::SharedLibrary* m_GL2library;
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static void *s_getProc(const char *name, void *userData);
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static void gles2_APIENTRY s_glGetCompressedTextureFormats(void *self, int count, GLint *formats);
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static void gles2_APIENTRY s_glVertexAttribPointerData(void *self, GLuint indx, GLint size, GLenum type,
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GLboolean normalized, GLsizei stride, void * data, GLuint datalen);
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static void gles2_APIENTRY s_glVertexAttribPointerOffset(void *self, GLuint indx, GLint size, GLenum type,
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GLboolean normalized, GLsizei stride, GLuint offset);
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static void gles2_APIENTRY s_glDrawElementsOffset(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset);
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static void gles2_APIENTRY s_glDrawElementsData(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen);
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static void gles2_APIENTRY s_glShaderString(void *self, GLuint shader, const GLchar* string, GLsizei len);
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static int gles2_APIENTRY s_glFinishRoundTrip(void *self);
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};
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#endif
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