LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) SRCDIR := src LOCAL_MODULE := gles2n64 LOCAL_SHARED_LIBRARIES := ae-imports SDL2 core LOCAL_STATIC_LIBRARIES := cpufeatures LOCAL_ARM_MODE := arm LOCAL_C_INCLUDES := \ $(M64P_API_INCLUDES) \ $(SDL_INCLUDES) \ $(AE_BRIDGE_INCLUDES) \ LOCAL_SRC_FILES := \ $(SRCDIR)/2xSAI.cpp \ $(SRCDIR)/3DMath.cpp \ $(SRCDIR)/Config.cpp \ $(SRCDIR)/CRC.cpp \ $(SRCDIR)/DepthBuffer.cpp \ $(SRCDIR)/F3D.cpp \ $(SRCDIR)/F3DCBFD.cpp \ $(SRCDIR)/F3DDKR.cpp \ $(SRCDIR)/F3DEX.cpp \ $(SRCDIR)/F3DEX2.cpp \ $(SRCDIR)/F3DPD.cpp \ $(SRCDIR)/F3DWRUS.cpp \ $(SRCDIR)/FrameSkipper.cpp \ $(SRCDIR)/GBI.cpp \ $(SRCDIR)/gDP.cpp \ $(SRCDIR)/gles2N64.cpp \ $(SRCDIR)/gSP.cpp \ $(SRCDIR)/L3D.cpp \ $(SRCDIR)/L3DEX.cpp \ $(SRCDIR)/L3DEX2.cpp \ $(SRCDIR)/N64.cpp \ $(SRCDIR)/OpenGL.cpp \ $(SRCDIR)/RDP.cpp \ $(SRCDIR)/RSP.cpp \ $(SRCDIR)/S2DEX.cpp \ $(SRCDIR)/S2DEX2.cpp \ $(SRCDIR)/ShaderCombiner.cpp \ $(SRCDIR)/Textures.cpp \ $(SRCDIR)/ticks.c \ $(SRCDIR)/VI.cpp \ LOCAL_CFLAGS := \ $(COMMON_CFLAGS) \ -D__CRC_OPT \ -D__HASHMAP_OPT \ -D__TRIBUFFER_OPT \ -D__VEC4_OPT \ -DANDROID \ -DUSE_SDL \ -fsigned-char \ #-DSDL_NO_COMPAT \ LOCAL_CPPFLAGS := $(COMMON_CPPFLAGS) LOCAL_LDFLAGS := -Wl,-version-script,$(LOCAL_PATH)/$(SRCDIR)/video_api_export.ver LOCAL_LDLIBS := \ -lGLESv2 \ -llog \ ifeq ($(TARGET_ARCH_ABI), armeabi-v7a) # Use for ARM7a: LOCAL_SRC_FILES += $(SRCDIR)/gSPNeon.cpp.neon LOCAL_SRC_FILES += $(SRCDIR)/3DMathNeon.cpp.neon LOCAL_CFLAGS += -DARM_ASM LOCAL_CFLAGS += -D__NEON_OPT else ifeq ($(TARGET_ARCH_ABI), armeabi) # Use for pre-ARM7a: else ifeq ($(TARGET_ARCH_ABI), x86) # TODO: set the proper flags here else # Any other architectures that Android could be running on? endif include $(BUILD_SHARED_LIBRARY) $(call import-module, android/cpufeatures)