#ifndef _GL2_DECODER_H_ #define _GL2_DECODER_H_ #define GLES2_LIBNAME_VAR "ANDROID_GLESv2_LIB" #define GLES2_LIBNAME "libGLESv2.so" #include "gl2_dec.h" #include "osDynLibrary.h" #include "GLDecoderContextData.h" class GL2Decoder : public gl2_decoder_context_t { public: typedef void *(*get_proc_func_t)(const char *name, void *userData); GL2Decoder(); ~GL2Decoder(); int initGL(get_proc_func_t getProcFunc = NULL, void *getProcFuncData = NULL); void setContextData(GLDecoderContextData *contextData) { m_contextData = contextData; } private: GLDecoderContextData *m_contextData; osUtils::dynLibrary * m_GL2library; static void *s_getProc(const char *name, void *userData); static void gl2_APIENTRY s_glGetCompressedTextureFormats(void *self, int count, GLint *formats); static void gl2_APIENTRY s_glVertexAttribPointerData(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void * data, GLuint datalen); static void gl2_APIENTRY s_glVertexAttribPointerOffset(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset); static void gl2_APIENTRY s_glDrawElementsOffset(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset); static void gl2_APIENTRY s_glDrawElementsData(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen); static void gl2_APIENTRY s_glShaderString(void *self, GLuint shader, const GLchar* string, GLsizei len); static int gl2_APIENTRY s_glFinishRoundTrip(void *self); }; #endif