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Unified Diff: gpu/command_buffer/service/gl_interface.h

Issue 511001: Adds a GLMock object so we can check the code is... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 11 years ago
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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
___________________________________________________________________
Added: svn:eol-style
+ LF
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