Index: gpu/command_buffer/service/gl_interface.h |
=================================================================== |
--- gpu/command_buffer/service/gl_interface.h (revision 0) |
+++ gpu/command_buffer/service/gl_interface.h (revision 0) |
@@ -0,0 +1,531 @@ |
+// Copyright (c) 2009 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+// This file implements glue to a GL interface so we can mock it for unit |
+// testing. It has to be Desktop GL, not GLES2 as it is used to test the service |
+// side code. |
+ |
+#ifndef GPU_COMMAND_BUFFER_SERVICE_GL_INTERFACE_H_ |
+#define GPU_COMMAND_BUFFER_SERVICE_GL_INTERFACE_H_ |
+ |
+#include <GLES2/gl2types.h> |
+ |
+namespace gles2 { |
+ |
+class GLInterface { |
+ public: |
+ virtual ~GLInterface() { |
+ } |
+ |
+ static void SetGLInterface(GLInterface* gl_interface); |
+ |
+ static GLInterface* GetGLInterface(); |
+ |
+ virtual void ActiveTexture(GLenum texture) = 0; |
+ |
+ virtual void AttachShader(GLuint program, GLuint shader) = 0; |
+ |
+ virtual void BindAttribLocation( |
+ GLuint program, GLuint index, const char* name) = 0; |
+ |
+ virtual void BindBuffer(GLenum target, GLuint buffer) = 0; |
+ |
+ virtual void BindFramebufferEXT(GLenum target, GLuint framebuffer) = 0; |
+ |
+ virtual void BindRenderbufferEXT(GLenum target, GLuint renderbuffer) = 0; |
+ |
+ virtual void BindTexture(GLenum target, GLuint texture) = 0; |
+ |
+ virtual void BlendColor( |
+ GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0; |
+ |
+ virtual void BlendEquation(GLenum mode) = 0; |
+ |
+ virtual void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) = 0; |
+ |
+ virtual void BlendFunc(GLenum sfactor, GLenum dfactor) = 0; |
+ |
+ virtual void BlendFuncSeparate( |
+ GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) = 0; |
+ |
+ virtual void BufferData( |
+ GLenum target, GLsizeiptr size, const void* data, GLenum usage) = 0; |
+ |
+ virtual void BufferSubData( |
+ GLenum target, GLintptr offset, GLsizeiptr size, const void* data) = 0; |
+ |
+ virtual GLenum CheckFramebufferStatusEXT(GLenum target) = 0; |
+ |
+ virtual void Clear(GLbitfield mask) = 0; |
+ |
+ virtual void ClearColor( |
+ GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0; |
+ |
+ virtual void ClearDepth(GLclampf depth) = 0; |
+ |
+ virtual void ClearStencil(GLint s) = 0; |
+ |
+ virtual void ColorMask( |
+ GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) = 0; |
+ |
+ virtual void CompileShader(GLuint shader) = 0; |
+ |
+ virtual void CompressedTexImage2D( |
+ GLenum target, GLint level, GLenum internalformat, GLsizei width, |
+ GLsizei height, GLint border, GLsizei imageSize, const void* data) = 0; |
+ |
+ virtual void CompressedTexSubImage2D( |
+ GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, |
+ GLsizei height, GLenum format, GLsizei imageSize, const void* data) = 0; |
+ |
+ virtual void CopyTexImage2D( |
+ GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, |
+ GLsizei width, GLsizei height, GLint border) = 0; |
+ |
+ virtual void CopyTexSubImage2D( |
+ GLenum target, GLint level, GLint xoffset, GLint yoffset, |
+ GLint x, GLint y, GLsizei width, GLsizei height) = 0; |
+ |
+ virtual GLuint CreateProgram() = 0; |
+ |
+ virtual GLuint CreateShader(GLenum type) = 0; |
+ |
+ virtual void CullFace(GLenum mode) = 0; |
+ |
+ virtual void DeleteBuffersARB(GLsizei n, const GLuint* buffers) = 0; |
+ |
+ virtual void DeleteFramebuffersEXT(GLsizei n, const GLuint* framebuffers) = 0; |
+ |
+ virtual void DeleteProgram(GLuint program) = 0; |
+ |
+ virtual void DeleteRenderbuffersEXT( |
+ GLsizei n, const GLuint* renderbuffers) = 0; |
+ |
+ virtual void DeleteShader(GLuint shader) = 0; |
+ |
+ virtual void DeleteTextures(GLsizei n, const GLuint* textures) = 0; |
+ |
+ virtual void DepthFunc(GLenum func) = 0; |
+ |
+ virtual void DepthMask(GLboolean flag) = 0; |
+ |
+ virtual void DepthRange(GLclampf zNear, GLclampf zFar) = 0; |
+ |
+ virtual void DetachShader(GLuint program, GLuint shader) = 0; |
+ |
+ virtual void Disable(GLenum cap) = 0; |
+ |
+ virtual void DisableVertexAttribArray(GLuint index) = 0; |
+ |
+ virtual void DrawArrays(GLenum mode, GLint first, GLsizei count) = 0; |
+ |
+ virtual void DrawElements( |
+ GLenum mode, GLsizei count, GLenum type, const void* indices) = 0; |
+ |
+ virtual void Enable(GLenum cap) = 0; |
+ |
+ virtual void EnableVertexAttribArray(GLuint index) = 0; |
+ |
+ virtual void Finish() = 0; |
+ |
+ virtual void Flush() = 0; |
+ |
+ virtual void FramebufferRenderbufferEXT( |
+ GLenum target, GLenum attachment, GLenum renderbuffertarget, |
+ GLuint renderbuffer) = 0; |
+ |
+ virtual void FramebufferTexture2DEXT( |
+ GLenum target, GLenum attachment, GLenum textarget, GLuint texture, |
+ GLint level) = 0; |
+ |
+ virtual void FrontFace(GLenum mode) = 0; |
+ |
+ virtual void GenBuffersARB(GLsizei n, GLuint* buffers) = 0; |
+ |
+ virtual void GenerateMipmapEXT(GLenum target) = 0; |
+ |
+ virtual void GenFramebuffersEXT(GLsizei n, GLuint* framebuffers) = 0; |
+ |
+ virtual void GenRenderbuffersEXT(GLsizei n, GLuint* renderbuffers) = 0; |
+ |
+ virtual void GenTextures(GLsizei n, GLuint* textures) = 0; |
+ |
+ virtual void GetActiveAttrib( |
+ GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, |
+ GLint* size, GLenum* type, char* name) = 0; |
+ |
+ virtual void GetActiveUniform( |
+ GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, |
+ GLint* size, GLenum* type, char* name) = 0; |
+ |
+ virtual void GetAttachedShaders( |
+ GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) = 0; |
+ |
+ virtual GLint GetAttribLocation(GLuint program, const char* name) = 0; |
+ |
+ virtual void GetBooleanv(GLenum pname, GLboolean* params) = 0; |
+ |
+ virtual void GetBufferParameteriv( |
+ GLenum target, GLenum pname, GLint* params) = 0; |
+ |
+ virtual GLenum GetError() = 0; |
+ |
+ virtual void GetFloatv(GLenum pname, GLfloat* params) = 0; |
+ |
+ virtual void GetFramebufferAttachmentParameterivEXT( |
+ GLenum target, GLenum attachment, GLenum pname, GLint* params) = 0; |
+ |
+ virtual void GetIntegerv(GLenum pname, GLint* params) = 0; |
+ |
+ virtual void GetProgramiv(GLuint program, GLenum pname, GLint* params) = 0; |
+ |
+ // TODO(gman): Implement this |
+ virtual void GetProgramInfoLog( |
+ GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) = 0; |
+ |
+ virtual void GetRenderbufferParameterivEXT( |
+ GLenum target, GLenum pname, GLint* params) = 0; |
+ |
+ virtual void GetShaderiv(GLuint shader, GLenum pname, GLint* params) = 0; |
+ |
+ // TODO(gman): Implement this |
+ virtual void GetShaderInfoLog( |
+ GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) = 0; |
+ |
+ virtual void GetShaderPrecisionFormat( |
+ GLenum shadertype, GLenum precisiontype, GLint* range, |
+ GLint* precision) = 0; |
+ |
+ // TODO(gman): Implement this |
+ virtual void GetShaderSource( |
+ GLuint shader, GLsizei bufsize, GLsizei* length, char* source) = 0; |
+ |
+ virtual const GLubyte* GetString(GLenum name) = 0; |
+ |
+ virtual void GetTexParameterfv( |
+ GLenum target, GLenum pname, GLfloat* params) = 0; |
+ |
+ virtual void GetTexParameteriv( |
+ GLenum target, GLenum pname, GLint* params) = 0; |
+ |
+ virtual void GetUniformfv( |
+ GLuint program, GLint location, GLfloat* params) = 0; |
+ |
+ virtual void GetUniformiv(GLuint program, GLint location, GLint* params) = 0; |
+ |
+ virtual GLint GetUniformLocation(GLuint program, const char* name) = 0; |
+ |
+ virtual void GetVertexAttribfv( |
+ GLuint index, GLenum pname, GLfloat* params) = 0; |
+ |
+ virtual void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) = 0; |
+ |
+ virtual void GetVertexAttribPointerv( |
+ GLuint index, GLenum pname, void** pointer) = 0; |
+ |
+ virtual void Hint(GLenum target, GLenum mode) = 0; |
+ |
+ virtual GLboolean IsBuffer(GLuint buffer) = 0; |
+ |
+ virtual GLboolean IsEnabled(GLenum cap) = 0; |
+ |
+ virtual GLboolean IsFramebufferEXT(GLuint framebuffer) = 0; |
+ |
+ virtual GLboolean IsProgram(GLuint program) = 0; |
+ |
+ virtual GLboolean IsRenderbufferEXT(GLuint renderbuffer) = 0; |
+ |
+ virtual GLboolean IsShader(GLuint shader) = 0; |
+ |
+ virtual GLboolean IsTexture(GLuint texture) = 0; |
+ |
+ virtual void LineWidth(GLfloat width) = 0; |
+ |
+ virtual void LinkProgram(GLuint program) = 0; |
+ |
+ virtual void PixelStorei(GLenum pname, GLint param) = 0; |
+ |
+ virtual void PolygonOffset(GLfloat factor, GLfloat units) = 0; |
+ |
+ virtual void ReadPixels( |
+ GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, |
+ GLenum type, void* pixels) = 0; |
+ |
+ virtual void RenderbufferStorageEXT( |
+ GLenum target, GLenum internalformat, GLsizei width, GLsizei height) = 0; |
+ |
+ virtual void SampleCoverage(GLclampf value, GLboolean invert) = 0; |
+ |
+ virtual void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) = 0; |
+ |
+ virtual void ShaderSource( |
+ GLuint shader, GLsizei count, const char** str, const |
+ GLint* length) = 0; |
+ |
+ virtual void StencilFunc(GLenum func, GLint ref, GLuint mask) = 0; |
+ |
+ virtual void StencilFuncSeparate( |
+ GLenum face, GLenum func, GLint ref, GLuint mask) = 0; |
+ |
+ virtual void StencilMask(GLuint mask) = 0; |
+ |
+ virtual void StencilMaskSeparate(GLenum face, GLuint mask) = 0; |
+ |
+ virtual void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) = 0; |
+ |
+ virtual void StencilOpSeparate( |
+ GLenum face, GLenum fail, GLenum zfail, GLenum zpass) = 0; |
+ |
+ virtual void TexImage2D( |
+ GLenum target, GLint level, GLint internalformat, GLsizei width, |
+ GLsizei height, GLint border, GLenum format, GLenum type, |
+ const void* pixels) = 0; |
+ |
+ virtual void TexParameterf(GLenum target, GLenum pname, GLfloat param) = 0; |
+ |
+ virtual void TexParameterfv( |
+ GLenum target, GLenum pname, const GLfloat* params) = 0; |
+ |
+ virtual void TexParameteri(GLenum target, GLenum pname, GLint param) = 0; |
+ |
+ virtual void TexParameteriv( |
+ GLenum target, GLenum pname, const GLint* params) = 0; |
+ |
+ virtual void TexSubImage2D( |
+ GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, |
+ GLsizei height, GLenum format, GLenum type, const void* pixels) = 0; |
+ |
+ virtual void Uniform1f(GLint location, GLfloat x) = 0; |
+ |
+ virtual void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) = 0; |
+ |
+ virtual void Uniform1i(GLint location, GLint x) = 0; |
+ |
+ virtual void Uniform1iv(GLint location, GLsizei count, const GLint* v) = 0; |
+ |
+ virtual void Uniform2f(GLint location, GLfloat x, GLfloat y) = 0; |
+ |
+ virtual void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) = 0; |
+ |
+ virtual void Uniform2i(GLint location, GLint x, GLint y) = 0; |
+ |
+ virtual void Uniform2iv(GLint location, GLsizei count, const GLint* v) = 0; |
+ |
+ virtual void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) = 0; |
+ |
+ virtual void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) = 0; |
+ |
+ virtual void Uniform3i(GLint location, GLint x, GLint y, GLint z) = 0; |
+ |
+ virtual void Uniform3iv(GLint location, GLsizei count, const GLint* v) = 0; |
+ |
+ virtual void Uniform4f( |
+ GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0; |
+ |
+ virtual void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) = 0; |
+ |
+ virtual void Uniform4i( |
+ GLint location, GLint x, GLint y, GLint z, GLint w) = 0; |
+ |
+ virtual void Uniform4iv(GLint location, GLsizei count, const GLint* v) = 0; |
+ |
+ virtual void UniformMatrix2fv( |
+ GLint location, GLsizei count, GLboolean transpose, |
+ const GLfloat* value) = 0; |
+ |
+ virtual void UniformMatrix3fv( |
+ GLint location, GLsizei count, GLboolean transpose, |
+ const GLfloat* value) = 0; |
+ |
+ virtual void UniformMatrix4fv( |
+ GLint location, GLsizei count, GLboolean transpose, |
+ const GLfloat* value) = 0; |
+ |
+ virtual void UseProgram(GLuint program) = 0; |
+ |
+ virtual void ValidateProgram(GLuint program) = 0; |
+ |
+ virtual void VertexAttrib1f(GLuint indx, GLfloat x) = 0; |
+ |
+ virtual void VertexAttrib1fv(GLuint indx, const GLfloat* values) = 0; |
+ |
+ virtual void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) = 0; |
+ |
+ virtual void VertexAttrib2fv(GLuint indx, const GLfloat* values) = 0; |
+ |
+ virtual void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) = 0; |
+ |
+ virtual void VertexAttrib3fv(GLuint indx, const GLfloat* values) = 0; |
+ |
+ virtual void VertexAttrib4f( |
+ GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0; |
+ |
+ virtual void VertexAttrib4fv(GLuint indx, const GLfloat* values) = 0; |
+ |
+ virtual void VertexAttribPointer( |
+ GLuint indx, GLint size, GLenum type, GLboolean normalized, |
+ GLsizei stride, const void* ptr) = 0; |
+ |
+ virtual void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) = 0; |
+ |
+ virtual void SwapBuffers() = 0; |
+ |
+ private: |
+ static GLInterface* interface_; |
+}; |
+ |
+} // namespace gles2 |
+ |
+#define GL_IFACE_GET_FUN(name) ::gles2::GLInterface::GetGLInterface()->name |
+ |
+#define glActiveTexture GL_IFACE_GET_FUN(ActiveTexture) |
+#define glAttachShader GL_IFACE_GET_FUN(AttachShader) |
+#define glBindAttribLocation GL_IFACE_GET_FUN(BindAttribLocation) |
+#define glBindBuffer GL_IFACE_GET_FUN(BindBuffer) |
+#define glBindFramebufferEXT GL_IFACE_GET_FUN(BindFramebufferEXT) |
+#define glBindRenderbufferEXT GL_IFACE_GET_FUN(BindRenderbufferEXT) |
+#define glBindTexture GL_IFACE_GET_FUN(BindTexture) |
+#define glBlendColor GL_IFACE_GET_FUN(BlendColor) |
+#define glBlendEquation GL_IFACE_GET_FUN(BlendEquation) |
+#define glBlendEquationSeparate GL_IFACE_GET_FUN(BlendEquationSeparate) |
+#define glBlendFunc GL_IFACE_GET_FUN(BlendFunc) |
+#define glBlendFuncSeparate GL_IFACE_GET_FUN(BlendFuncSeparate) |
+#define glBufferData GL_IFACE_GET_FUN(BufferData) |
+#define glBufferSubData GL_IFACE_GET_FUN(BufferSubData) |
+#define glCheckFramebufferStatusEXT GL_IFACE_GET_FUN(CheckFramebufferStatusEXT) |
+#define glClear GL_IFACE_GET_FUN(Clear) |
+#define glClearColor GL_IFACE_GET_FUN(ClearColor) |
+#define glClearDepth GL_IFACE_GET_FUN(ClearDepth) |
+#define glClearStencil GL_IFACE_GET_FUN(ClearStencil) |
+#define glColorMask GL_IFACE_GET_FUN(ColorMask) |
+#define glCompileShader GL_IFACE_GET_FUN(CompileShader) |
+#define glCompressedTexImage2D GL_IFACE_GET_FUN(CompressedTexImage2D) |
+#define glCompressedTexSubImage2D GL_IFACE_GET_FUN(CompressedTexSubImage2D) |
+#define glCopyTexImage2D GL_IFACE_GET_FUN(CopyTexImage2D) |
+#define glCopyTexSubImage2D GL_IFACE_GET_FUN(CopyTexSubImage2D) |
+#define glCreateProgram GL_IFACE_GET_FUN(CreateProgram) |
+#define glCreateShader GL_IFACE_GET_FUN(CreateShader) |
+#define glCullFace GL_IFACE_GET_FUN(CullFace) |
+#define glDeleteBuffersARB GL_IFACE_GET_FUN(DeleteBuffersARB) |
+#define glDeleteFramebuffersEXT GL_IFACE_GET_FUN(DeleteFramebuffersEXT) |
+#define glDeleteProgram GL_IFACE_GET_FUN(DeleteProgram) |
+#define glDeleteRenderbuffersEXT GL_IFACE_GET_FUN(DeleteRenderbuffersEXT) |
+#define glDeleteShader GL_IFACE_GET_FUN(DeleteShader) |
+#define glDeleteTextures GL_IFACE_GET_FUN(DeleteTextures) |
+#define glDepthFunc GL_IFACE_GET_FUN(DepthFunc) |
+#define glDepthMask GL_IFACE_GET_FUN(DepthMask) |
+#define glDepthRange GL_IFACE_GET_FUN(DepthRange) |
+#define glDetachShader GL_IFACE_GET_FUN(DetachShader) |
+#define glDisable GL_IFACE_GET_FUN(Disable) |
+#define glDisableVertexAttribArray GL_IFACE_GET_FUN(DisableVertexAttribArray) |
+#define glDrawArrays GL_IFACE_GET_FUN(DrawArrays) |
+#define glDrawElements GL_IFACE_GET_FUN(DrawElements) |
+#define glEnable GL_IFACE_GET_FUN(Enable) |
+#define glEnableVertexAttribArray GL_IFACE_GET_FUN(EnableVertexAttribArray) |
+#define glFinish GL_IFACE_GET_FUN(Finish) |
+#define glFlush GL_IFACE_GET_FUN(Flush) |
+#define glFramebufferRenderbufferEXT \ |
+ GL_IFACE_GET_FUN(FramebufferRenderbufferEXT) |
+#define glFramebufferTexture2DEXT GL_IFACE_GET_FUN(FramebufferTexture2DEXT) |
+#define glFrontFace GL_IFACE_GET_FUN(FrontFace) |
+#define glGenBuffersARB GL_IFACE_GET_FUN(GenBuffersARB) |
+#define glGenerateMipmapEXT GL_IFACE_GET_FUN(GenerateMipmapEXT) |
+#define glGenFramebuffersEXT GL_IFACE_GET_FUN(GenFramebuffersEXT) |
+#define glGenRenderbuffersEXT GL_IFACE_GET_FUN(GenRenderbuffersEXT) |
+#define glGenTextures GL_IFACE_GET_FUN(GenTextures) |
+#define glGetActiveAttrib GL_IFACE_GET_FUN(GetActiveAttrib) |
+#define glGetActiveUniform GL_IFACE_GET_FUN(GetActiveUniform) |
+#define glGetAttachedShaders GL_IFACE_GET_FUN(GetAttachedShaders) |
+#define glGetAttribLocation GL_IFACE_GET_FUN(GetAttribLocation) |
+#define glGetBooleanv GL_IFACE_GET_FUN(GetBooleanv) |
+#define glGetBufferParameteriv GL_IFACE_GET_FUN(GetBufferParameteriv) |
+#define glGetError GL_IFACE_GET_FUN(GetError) |
+#define glGetFloatv GL_IFACE_GET_FUN(GetFloatv) |
+#define glGetFramebufferAttachmentParameterivEXT \ |
+ GL_IFACE_GET_FUN(GetFramebufferAttachmentParameterivEXT) |
+#define glGetIntegerv GL_IFACE_GET_FUN(GetIntegerv) |
+#define glGetProgramiv GL_IFACE_GET_FUN(GetProgramiv) |
+#define glGetProgramInfoLog GL_IFACE_GET_FUN(GetProgramInfoLog) |
+#define glGetRenderbufferParameterivEXT \ |
+ GL_IFACE_GET_FUN(GetRenderbufferParameterivEXT) |
+#define glGetShaderiv GL_IFACE_GET_FUN(GetShaderiv) |
+#define glGetShaderInfoLog GL_IFACE_GET_FUN(GetShaderInfoLog) |
+#define glGetShaderPrecisionFormat GL_IFACE_GET_FUN(GetShaderPrecisionFormat) |
+#define glGetShaderSource GL_IFACE_GET_FUN(GetShaderSource) |
+#define glGetString GL_IFACE_GET_FUN(GetString) |
+#define glGetTexParameterfv GL_IFACE_GET_FUN(GetTexParameterfv) |
+#define glGetTexParameteriv GL_IFACE_GET_FUN(GetTexParameteriv) |
+#define glGetUniformfv GL_IFACE_GET_FUN(GetUniformfv) |
+#define glGetUniformiv GL_IFACE_GET_FUN(GetUniformiv) |
+#define glGetUniformLocation GL_IFACE_GET_FUN(GetUniformLocation) |
+#define glGetVertexAttribfv GL_IFACE_GET_FUN(GetVertexAttribfv) |
+#define glGetVertexAttribiv GL_IFACE_GET_FUN(GetVertexAttribiv) |
+#define glGetVertexAttribPointerv GL_IFACE_GET_FUN(GetVertexAttribPointerv) |
+#define glHint GL_IFACE_GET_FUN(Hint) |
+#define glIsBuffer GL_IFACE_GET_FUN(IsBuffer) |
+#define glIsEnabled GL_IFACE_GET_FUN(IsEnabled) |
+#define glIsFramebufferEXT GL_IFACE_GET_FUN(IsFramebufferEXT) |
+#define glIsProgram GL_IFACE_GET_FUN(IsProgram) |
+#define glIsRenderbufferEXT GL_IFACE_GET_FUN(IsRenderbufferEXT) |
+#define glIsShader GL_IFACE_GET_FUN(IsShader) |
+#define glIsTexture GL_IFACE_GET_FUN(IsTexture) |
+#define glLineWidth GL_IFACE_GET_FUN(LineWidth) |
+#define glLinkProgram GL_IFACE_GET_FUN(LinkProgram) |
+#define glPixelStorei GL_IFACE_GET_FUN(PixelStorei) |
+#define glPolygonOffset GL_IFACE_GET_FUN(PolygonOffset) |
+#define glReadPixels GL_IFACE_GET_FUN(ReadPixels) |
+#define glReleaseShaderCompiler GL_IFACE_GET_FUN(ReleaseShaderCompiler) |
+#define glRenderbufferStorageEXT GL_IFACE_GET_FUN(RenderbufferStorageEXT) |
+#define glSampleCoverage GL_IFACE_GET_FUN(SampleCoverage) |
+#define glScissor GL_IFACE_GET_FUN(Scissor) |
+#define glShaderBinary GL_IFACE_GET_FUN(ShaderBinary) |
+#define glShaderSource GL_IFACE_GET_FUN(ShaderSource) |
+#define glStencilFunc GL_IFACE_GET_FUN(StencilFunc) |
+#define glStencilFuncSeparate GL_IFACE_GET_FUN(StencilFuncSeparate) |
+#define glStencilMask GL_IFACE_GET_FUN(StencilMask) |
+#define glStencilMaskSeparate GL_IFACE_GET_FUN(StencilMaskSeparate) |
+#define glStencilOp GL_IFACE_GET_FUN(StencilOp) |
+#define glStencilOpSeparate GL_IFACE_GET_FUN(StencilOpSeparate) |
+#define glTexImage2D GL_IFACE_GET_FUN(TexImage2D) |
+#define glTexParameterf GL_IFACE_GET_FUN(TexParameterf) |
+#define glTexParameterfv GL_IFACE_GET_FUN(TexParameterfv) |
+#define glTexParameteri GL_IFACE_GET_FUN(TexParameteri) |
+#define glTexParameteriv GL_IFACE_GET_FUN(TexParameteriv) |
+#define glTexSubImage2D GL_IFACE_GET_FUN(TexSubImage2D) |
+#define glUniform1f GL_IFACE_GET_FUN(Uniform1f) |
+#define glUniform1fv GL_IFACE_GET_FUN(Uniform1fv) |
+#define glUniform1i GL_IFACE_GET_FUN(Uniform1i) |
+#define glUniform1iv GL_IFACE_GET_FUN(Uniform1iv) |
+#define glUniform2f GL_IFACE_GET_FUN(Uniform2f) |
+#define glUniform2fv GL_IFACE_GET_FUN(Uniform2fv) |
+#define glUniform2i GL_IFACE_GET_FUN(Uniform2i) |
+#define glUniform2iv GL_IFACE_GET_FUN(Uniform2iv) |
+#define glUniform3f GL_IFACE_GET_FUN(Uniform3f) |
+#define glUniform3fv GL_IFACE_GET_FUN(Uniform3fv) |
+#define glUniform3i GL_IFACE_GET_FUN(Uniform3i) |
+#define glUniform3iv GL_IFACE_GET_FUN(Uniform3iv) |
+#define glUniform4f GL_IFACE_GET_FUN(Uniform4f) |
+#define glUniform4fv GL_IFACE_GET_FUN(Uniform4fv) |
+#define glUniform4i GL_IFACE_GET_FUN(Uniform4i) |
+#define glUniform4iv GL_IFACE_GET_FUN(Uniform4iv) |
+#define glUniformMatrix2fv GL_IFACE_GET_FUN(UniformMatrix2fv) |
+#define glUniformMatrix3fv GL_IFACE_GET_FUN(UniformMatrix3fv) |
+#define glUniformMatrix4fv GL_IFACE_GET_FUN(UniformMatrix4fv) |
+#define glUseProgram GL_IFACE_GET_FUN(UseProgram) |
+#define glValidateProgram GL_IFACE_GET_FUN(ValidateProgram) |
+#define glVertexAttrib1f GL_IFACE_GET_FUN(VertexAttrib1f) |
+#define glVertexAttrib1fv GL_IFACE_GET_FUN(VertexAttrib1fv) |
+#define glVertexAttrib2f GL_IFACE_GET_FUN(VertexAttrib2f) |
+#define glVertexAttrib2fv GL_IFACE_GET_FUN(VertexAttrib2fv) |
+#define glVertexAttrib3f GL_IFACE_GET_FUN(VertexAttrib3f) |
+#define glVertexAttrib3fv GL_IFACE_GET_FUN(VertexAttrib3fv) |
+#define glVertexAttrib4f GL_IFACE_GET_FUN(VertexAttrib4f) |
+#define glVertexAttrib4fv GL_IFACE_GET_FUN(VertexAttrib4fv) |
+#define glVertexAttribPointer GL_IFACE_GET_FUN(VertexAttribPointer) |
+#define glViewport GL_IFACE_GET_FUN(Viewport) |
+ |
+#endif // GPU_COMMAND_BUFFER_SERVICE_GL_INTERFACE_H_ |
+ |
+ |
+ |
Property changes on: gpu\command_buffer\service\gl_interface.h |
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Added: svn:eol-style |
+ LF |