Hash :
e3352f94
Author :
Date :
2016-08-12T20:40:14
Change angle_util to be a shared library So that there will be one instance of static thread synchronization variables in AndroidWindow. Previously there was one instance in lib_angle_deqp_gles2_tests__library and one in libangle_deqp_libgles2, resulting in AndroidWindow::initialize waiting forever. Also make the change in GYP build to fix standalone build, and fix rpath issues on Mac. BUG=angleproject:1471 TEST=end2end and deqp tests on standalone Win10 and end2end on GN Mac 10.11 Change-Id: I731578459400bb47d269df129aabed9b67b555e6 Reviewed-on: https://chromium-review.googlesource.com/376202 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Matrix:
// Helper class for doing matrix math.
//
#ifndef UTIL_MATRIX_H
#define UTIL_MATRIX_H
#include <export.h>
#include "Vector.h"
struct ANGLE_EXPORT Matrix4
{
float data[16];
Matrix4();
Matrix4(float m00,
float m01,
float m02,
float m03,
float m10,
float m11,
float m12,
float m13,
float m20,
float m21,
float m22,
float m23,
float m30,
float m31,
float m32,
float m33);
static Matrix4 identity();
static Matrix4 rotate(float angle, const Vector3 &p);
static Matrix4 translate(const Vector3 &t);
static Matrix4 scale(const Vector3 &s);
static Matrix4 frustum(float l, float r, float b, float t, float n, float f);
static Matrix4 perspective(float fov, float aspectRatio, float n, float f);
static Matrix4 ortho(float l, float r, float b, float t, float n, float f);
static Matrix4 rollPitchYaw(float roll, float pitch, float yaw);
static Matrix4 invert(const Matrix4 &mat);
static Matrix4 transpose(const Matrix4 &mat);
static Vector3 transform(const Matrix4 &mat, const Vector3 &pt);
static Vector3 transform(const Matrix4 &mat, const Vector4 &pt);
};
ANGLE_EXPORT Matrix4 operator*(const Matrix4 &a, const Matrix4 &b);
ANGLE_EXPORT Matrix4 &operator*=(Matrix4 &a, const Matrix4 &b);
ANGLE_EXPORT Matrix4 operator*(const Matrix4 &a, float b);
ANGLE_EXPORT Matrix4 &operator*=(Matrix4 &a, float b);
ANGLE_EXPORT Vector4 operator*(const Matrix4 &a, const Vector4 &b);
ANGLE_EXPORT bool operator==(const Matrix4 &a, const Matrix4 &b);
ANGLE_EXPORT bool operator!=(const Matrix4 &a, const Matrix4 &b);
#endif // UTIL_MATRIX_H