#define __DALI_INTERNAL_CONTEXT_H__
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
void PrintGlString(const char* stringName, GLenum stringId)
{
- DALI_LOG_INFO(Debug::Filter::gRender, Debug::General, "GL %s = %s\n", stringName, (const char *)GetString( stringId ) );
+ DALI_LOG_INFO(Debug::Filter::gRender, Debug::General, "GL %s = %s\n", stringName, reinterpret_cast< const char * >( GetString( stringId ) ) );
}
/****************************************************************************************
* @param textureunit to bind to
* @param texture to bind
*/
- void BindTextureForUnit( TextureUnit textureunit, GLuint texture )
+ void BindTextureForUnit( TextureUnit textureunit, int target, GLuint texture )
{
- if( mBound2dTextureId[ textureunit ] != texture )
+ if( mBoundTextureId[ textureunit ] != texture )
{
ActiveTexture( textureunit );
- Bind2dTexture( texture );
- }
- }
-
- /**
- * Wrapper for OpenGL ES 2.0 glBindTexture(GL_TEXTURE_2D)
- */
- void Bind2dTexture( GLuint texture )
- {
- if (mBound2dTextureId[ mActiveTextureUnit ] != texture)
- {
- mBound2dTextureId[ mActiveTextureUnit ] = texture;
-
- LOG_GL("BindTexture GL_TEXTURE_2D %d\n", texture);
- CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(GL_TEXTURE_2D, texture) );
+ BindTexture( target, texture );
}
}
*/
void BindTexture( int target, GLuint texture )
{
- if (mBound2dTextureId[ mActiveTextureUnit ] != texture)
+ if (mBoundTextureId[ mActiveTextureUnit ] != texture)
{
- mBound2dTextureId[ mActiveTextureUnit ] = texture;
+ mBoundTextureId[ mActiveTextureUnit ] = texture;
LOG_GL("BindTexture target(%d) %d\n", target, texture);
CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(target, texture) );
}
/**
- * Wrapper for OpenGL ES 2.0 glBindTexture(GL_TEXTURE_CUBE_MAP)
- */
- void BindCubeMapTexture( GLuint texture )
- {
- LOG_GL("BindTexture GL_TEXTURE_CUBE_MAP %d\n", texture);
- CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(GL_TEXTURE_CUBE_MAP, texture) );
- }
-
- /**
* Wrapper for OpenGL ES 2.0 glBlendColor()
*/
void SetDefaultBlendColor()
// when creating new textures
for( unsigned int i=0; i < MAX_TEXTURE_UNITS; ++i )
{
- mBound2dTextureId[ i ] = 0;
+ mBoundTextureId[ i ] = 0;
}
}
*/
void DepthMask(GLboolean flag)
{
+ bool booleanFlag = flag != GL_FALSE;
// only change state if needed
- if( flag != mDepthMaskEnabled )
+ if( booleanFlag != mDepthMaskEnabled )
{
- mDepthMaskEnabled = flag;
- LOG_GL("DepthMask %s\n", flag ? "True" : "False");
+ mDepthMaskEnabled = booleanFlag;
+ LOG_GL("DepthMask %s\n", booleanFlag ? "True" : "False");
CHECK_GL( mGlAbstraction, mGlAbstraction.DepthMask( mDepthMaskEnabled ) );
}
}
// glBindTexture() state
TextureUnit mActiveTextureUnit;
- GLuint mBound2dTextureId[ MAX_TEXTURE_UNITS ]; ///< The ID passed to glBindTexture(GL_TEXTURE_2D)
+ GLuint mBoundTextureId[ MAX_TEXTURE_UNITS ]; ///< The ID passed to glBindTexture()
// glBlendColor() state
Vector4 mBlendColor; ///< Blend color