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Unified Diff: app/gfx/gl/gl_bindings_skia.cc

Issue 6712050: Revert 78801 - Addition of GL-redirecting mechanism for the Skia/GPU back-end. During execution o... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 9 years, 9 months ago
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Index: app/gfx/gl/gl_bindings_skia.cc
===================================================================
--- app/gfx/gl/gl_bindings_skia.cc (revision 78807)
+++ app/gfx/gl/gl_bindings_skia.cc (working copy)
@@ -1,517 +0,0 @@
-// Copyright (c) 2011 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.
-
-
-#include "app/gfx/gl/gl_bindings_skia.h"
-
-#include "app/gfx/gl/gl_bindings.h"
-#include "app/gfx/gl/gl_implementation.h"
-#include "base/logging.h"
-
-// Skia is built against the headers in gpu\GLES. These functions
-// are exported without any call-type modifiers.
-#define GR_GL_FUNCTION_TYPE
-
-// The GrGLInterface header pulls in the default GL headers. Disable pulling
-// in the default platform headers to prevent conflicts with the GL api points
-// included via gl_bindings.h
-#define GR_GL_NO_PLATFORM_INCLUDES 1
-#include "third_party/skia/gpu/include/GrGLInterface.h"
-#undef GR_GL_NO_PLATFORM_INCLUDES
-
-namespace {
-
-extern "C" {
-
-// The following stub functions are required because the glXXX routines exported
-// via gl_bindings.h use call-type GL_BINDING_CALL, which on Windows is stdcall.
-// Skia has been built against the GLES headers, so the interfaces in
-// GrGLInterface are __cdecl.
-
-GLvoid StubGLActiveTexture(GLenum texture) {
- glActiveTexture(texture);
-}
-
-GLvoid StubGLAttachShader(GLuint program, GLuint shader) {
- glAttachShader(program, shader);
-}
-
-GLvoid StubGLBindAttribLocation(GLuint program, GLuint index,
- const char* name) {
- glBindAttribLocation(program, index, name);
-}
-
-GLvoid StubGLBindBuffer(GLenum target, GLuint buffer) {
- glBindBuffer(target, buffer);
-}
-
-GLvoid StubGLBindFramebuffer(GLenum target, GLuint framebuffer) {
- glBindFramebufferEXT(target, framebuffer);
-}
-
-GLvoid StubGLBindRenderbuffer(GLenum target, GLuint renderbuffer) {
- glBindRenderbufferEXT(target, renderbuffer);
-}
-
-GLvoid StubGLBindTexture(GLenum target, GLuint texture) {
- glBindTexture(target, texture);
-}
-
-GLvoid StubGLBlendColor(GLclampf red, GLclampf green, GLclampf blue,
- GLclampf alpha) {
- glBlendColor(red, green, blue, alpha);
-}
-
-GLvoid StubGLBlendFunc(GLenum sfactor, GLenum dfactor) {
- glBlendFunc(sfactor, dfactor);
-}
-
-GLvoid StubGLBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
- GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask, GLenum filter) {
- glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
- mask, filter);
-}
-
-GLvoid StubGLBufferData(GLenum target, GLsizei size, const void* data,
- GLenum usage) {
- glBufferData(target, size, data, usage);
-}
-
-GLvoid StubGLBufferSubData(GLenum target, GLint offset, GLsizei size,
- const void* data) {
- glBufferSubData(target, offset, size, data);
-}
-
-GLenum StubGLCheckFramebufferStatus(GLenum target) {
- return glCheckFramebufferStatusEXT(target);
-}
-
-GLvoid StubGLClear(GLbitfield mask) {
- glClear(mask);
-}
-
-GLvoid StubGLClearColor(GLclampf red, GLclampf green, GLclampf blue,
- GLclampf alpha) {
- glClearColor(red, green, blue, alpha);
-}
-
-GLvoid StubGLClearStencil(GLint s) {
- glClearStencil(s);
-}
-
-GLvoid StubGLColorMask(GLboolean red, GLboolean green, GLboolean blue,
- GLboolean alpha) {
- glColorMask(red, green, blue, alpha);
-}
-
-GLvoid StubGLCompileShader(GLuint shader) {
- glCompileShader(shader);
-}
-
-GLvoid StubGLCompressedTexImage2D(GLenum target, GLint level,
- GLenum internalformat, GLsizei width,
- GLsizei height, GLint border,
- GLsizei imageSize, const void* data) {
- glCompressedTexImage2D(target, level, internalformat, width, height, border,
- imageSize, data);
-}
-
-GLuint StubGLCreateProgram(void) {
- return glCreateProgram();
-}
-
-GLuint StubGLCreateShader(GLenum type) {
- return glCreateShader(type);
-}
-
-GLvoid StubGLCullFace(GLenum mode) {
- glCullFace(mode);
-}
-
-GLvoid StubGLDeleteBuffers(GLsizei n, const GLuint* buffers) {
- glDeleteBuffersARB(n, buffers);
-}
-
-GLvoid StubGLDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
- glDeleteFramebuffersEXT(n, framebuffers);
-}
-
-GLvoid StubGLDeleteProgram(GLuint program) {
- glDeleteProgram(program);
-}
-
-GLvoid StubGLDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
- glDeleteRenderbuffersEXT(n, renderbuffers);
-}
-
-GLvoid StubGLDeleteShader(GLuint shader) {
- glDeleteShader(shader);
-}
-
-GLvoid StubGLDeleteTextures(GLsizei n, const GLuint* textures) {
- glDeleteTextures(n, textures);
-}
-
-GLvoid StubGLDepthMask(GLboolean flag) {
- glDepthMask(flag);
-}
-
-GLvoid StubGLDisable(GLenum cap) {
- glDisable(cap);
-}
-
-GLvoid StubGLDisableVertexAttribArray(GLuint index) {
- glDisableVertexAttribArray(index);
-}
-
-GLvoid StubGLDrawArrays(GLenum mode, GLint first, GLsizei count) {
- glDrawArrays(mode, first, count);
-}
-
-GLvoid StubGLDrawElements(GLenum mode, GLsizei count, GLenum type,
- const void* indices) {
- glDrawElements(mode, count, type, indices);
-}
-
-GLvoid StubGLEnable(GLenum cap) {
- glEnable(cap);
-}
-
-GLvoid StubGLEnableVertexAttribArray(GLuint index) {
- glEnableVertexAttribArray(index);
-}
-
-GLvoid StubGLFramebufferRenderbuffer(GLenum target, GLenum attachment,
- GLenum renderbuffertarget,
- GLuint renderbuffer) {
- glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget,
- renderbuffer);
-}
-
-GLvoid StubGLFramebufferTexture2D(GLenum target, GLenum attachment,
- GLenum textarget, GLuint texture,
- GLint level) {
- glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
-}
-
-GLvoid StubGLFrontFace(GLenum mode) {
- glFrontFace(mode);
-}
-
-GLvoid StubGLGenBuffers(GLsizei n, GLuint* buffers) {
- glGenBuffersARB(n, buffers);
-}
-
-GLvoid StubGLGenFramebuffers(GLsizei n, GLuint* framebuffers) {
- glGenFramebuffersEXT(n, framebuffers);
-}
-
-GLvoid StubGLGenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
- glGenRenderbuffersEXT(n, renderbuffers);
-}
-
-GLvoid StubGLGenTextures(GLsizei n, GLuint* textures) {
- glGenTextures(n, textures);
-}
-
-GLvoid StubGLGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
- glGetBufferParameteriv(target, pname, params);
-}
-
-GLenum StubGLGetError() {
- return glGetError();
-}
-
-GLvoid StubGLGetIntegerv(GLenum pname, GLint* params) {
- glGetIntegerv(pname, params);
-}
-
-GLvoid StubGLGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length,
- char* infolog) {
- glGetProgramInfoLog(program, bufsize, length, infolog);
-}
-
-GLvoid StubGLGetProgramiv(GLuint program, GLenum pname, GLint* params) {
- glGetProgramiv(program, pname, params);
-}
-
-GLvoid StubGLGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length,
- char* infolog) {
- glGetShaderInfoLog(shader, bufsize, length, infolog);
-}
-
-GLvoid StubGLGetShaderiv(GLuint shader, GLenum pname, GLint* params) {
- glGetShaderiv(shader, pname, params);
-}
-
-const GLubyte* StubGLGetString(GLenum name) {
- return glGetString(name);
-}
-
-GLint StubGLGetUniformLocation(GLuint program, const char* name) {
- return glGetUniformLocation(program, name);
-}
-
-GLvoid StubGLLineWidth(GLfloat width) {
- glLineWidth(width);
-}
-
-GLvoid StubGLLinkProgram(GLuint program) {
- glLinkProgram(program);
-}
-
-void* StubGLMapBuffer(GLenum target, GLenum access) {
- return glMapBuffer(target, access);
-}
-
-GLvoid StubGLPixelStorei(GLenum pname, GLint param) {
- glPixelStorei(pname, param);
-}
-
-GLvoid StubGLReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum format, GLenum type, void* pixels) {
- glReadPixels(x, y, width, height, format, type, pixels);
-}
-
-GLvoid StubGLRenderBufferStorage(GLenum target, GLenum internalformat,
- GLsizei width, GLsizei height) {
- glRenderbufferStorageEXT(target, internalformat, width, height);
-}
-
-GLvoid StubGLRenderbufferStorageMultisample(GLenum target, GLsizei samples,
- GLenum internalformat,
- GLsizei width, GLsizei height) {
- glRenderbufferStorageMultisampleEXT(target, samples, internalformat, width,
- height);
-}
-
-GLvoid StubGLScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
- glScissor(x, y, width, height);
-}
-
-GLvoid StubGLShaderSource(GLuint shader, GLsizei count, const char** str,
- const GLint* length) {
- glShaderSource(shader, count, str, length);
-}
-
-GLvoid StubGLStencilFunc(GLenum func, GLint ref, GLuint mask) {
- glStencilFunc(func, ref, mask);
-}
-
-GLvoid StubGLStencilFuncSeparate(GLenum face, GLenum func, GLint ref,
- GLuint mask) {
- glStencilFuncSeparate(face, func, ref, mask);
-}
-
-GLvoid StubGLStencilMask(GLuint mask) {
- glStencilMask(mask);
-}
-
-GLvoid StubGLStencilMaskSeparate(GLenum face, GLuint mask) {
- glStencilMaskSeparate(face, mask);
-}
-
-GLvoid StubGLStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
- glStencilOp(fail, zfail, zpass);
-}
-
-GLvoid StubGLStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail,
- GLenum zpass) {
- glStencilOpSeparate(face, fail, zfail, zpass);
-}
-
-GLvoid StubGLTexImage2D(GLenum target, GLint level, GLint internalformat,
- GLsizei width, GLsizei height, GLint border,
- GLenum format, GLenum type, const void* pixels) {
- glTexImage2D(target, level, internalformat, width, height, border, format,
- type, pixels);
-}
-
-GLvoid StubGLTexParameteri(GLenum target, GLenum pname, GLint param) {
- glTexParameteri(target, pname, param);
-}
-
-GLvoid StubGLTexSubImage2D(GLenum target, GLint level, GLint xoffset,
- GLint yoffset, GLsizei width, GLsizei height,
- GLenum format, GLenum type, const void* pixels) {
- glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type,
- pixels);
-}
-
-GLvoid StubGLUniform1fv(GLint location, GLsizei count, const GLfloat* v) {
- glUniform1fv(location, count, v);
-}
-
-GLvoid StubGLUniform1i(GLint location, GLint x) {
- glUniform1i(location, x);
-}
-
-GLvoid StubGLUniform4fv(GLint location, GLsizei count, const GLfloat* v) {
- glUniform4fv(location, count, v);
-}
-
-GLvoid StubGLUniformMatrix3fv(GLint location, GLsizei count,
- GLboolean transpose, const GLfloat* value) {
- glUniformMatrix3fv(location, count, transpose, value);
-}
-
-GLboolean StubGLUnmapBuffer(GLenum target) {
- return glUnmapBuffer(target);
-}
-
-GLvoid StubGLUseProgram(GLuint program) {
- glUseProgram(program);
-}
-
-GLvoid StubGLVertexAttrib4fv(GLuint indx, const GLfloat* values) {
- glVertexAttrib4fv(indx, values);
-}
-
-GLvoid StubGLVertexAttribPointer(GLuint indx, GLint size, GLenum type,
- GLboolean normalized, GLsizei stride,
- const void* ptr) {
- glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
-}
-
-GLvoid StubGLViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
- glViewport(x, y, width, height);
-}
-
-} // extern "C"
-
-// Populate |gl_interface| with pointers to the GL implementation used by
-// Chrome.
-void InitializeGrGLInterface(GrGLInterface* gl_interface) {
-
- // Propagate the type of GL bindings exported back to skia.
- switch (gfx::GetGLImplementation()) {
- case gfx::kGLImplementationNone:
- NOTREACHED();
- break;
- case gfx::kGLImplementationDesktopGL:
- gl_interface->fBindingsExported = kDesktop_GrGLBinding;
- break;
- case gfx::kGLImplementationOSMesaGL:
- gl_interface->fBindingsExported = kDesktop_GrGLBinding;
- break;
- case gfx::kGLImplementationEGLGLES2:
- gl_interface->fBindingsExported = kES2_GrGLBinding;
- break;
- case gfx::kGLImplementationMockGL:
- NOTREACHED();
- break;
- }
-
- gl_interface->fClientActiveTexture = NULL;
- gl_interface->fColor4ub = NULL;
- gl_interface->fColorPointer = NULL;
- gl_interface->fDisableClientState = NULL;
- gl_interface->fEnableClientState = NULL;
- gl_interface->fLoadMatrixf = NULL;
- gl_interface->fMatrixMode = NULL;
- gl_interface->fPointSize = NULL;
- gl_interface->fShadeModel = NULL;
- gl_interface->fTexCoordPointer = NULL;
- gl_interface->fTexEnvi = NULL;
- gl_interface->fVertexPointer = NULL;
-
- gl_interface->fFramebufferTexture2DMultisample = NULL;
- gl_interface->fResolveMultisampleFramebuffer = NULL;
- gl_interface->fActiveTexture = StubGLActiveTexture;
- gl_interface->fAttachShader = StubGLAttachShader;
- gl_interface->fBindAttribLocation = StubGLBindAttribLocation;
- gl_interface->fBindBuffer = StubGLBindBuffer;
- gl_interface->fBindTexture = StubGLBindTexture;
- gl_interface->fBlendColor = StubGLBlendColor;
- gl_interface->fBlendFunc = StubGLBlendFunc;
- gl_interface->fBufferData = StubGLBufferData;
- gl_interface->fBufferSubData = StubGLBufferSubData;
- gl_interface->fClear = StubGLClear;
- gl_interface->fClearColor = StubGLClearColor;
- gl_interface->fClearStencil = StubGLClearStencil;
- gl_interface->fColorMask = StubGLColorMask;
- gl_interface->fCompileShader = StubGLCompileShader;
- gl_interface->fCompressedTexImage2D = StubGLCompressedTexImage2D;
- gl_interface->fCreateProgram = StubGLCreateProgram;
- gl_interface->fCreateShader = StubGLCreateShader;
- gl_interface->fCullFace = StubGLCullFace;
- gl_interface->fDeleteBuffers = StubGLDeleteBuffers;
- gl_interface->fDeleteProgram = StubGLDeleteProgram;
- gl_interface->fDeleteShader = StubGLDeleteShader;
- gl_interface->fDeleteTextures = StubGLDeleteTextures;
- gl_interface->fDepthMask = StubGLDepthMask;
- gl_interface->fDisable = StubGLDisable;
- gl_interface->fDisableVertexAttribArray = StubGLDisableVertexAttribArray;
- gl_interface->fDrawArrays = StubGLDrawArrays;
- gl_interface->fDrawElements = StubGLDrawElements;
- gl_interface->fEnable = StubGLEnable;
- gl_interface->fEnableVertexAttribArray = StubGLEnableVertexAttribArray;
- gl_interface->fFrontFace = StubGLFrontFace;
- gl_interface->fGenBuffers = StubGLGenBuffers;
- gl_interface->fGenTextures = StubGLGenTextures;
- gl_interface->fGetBufferParameteriv = StubGLGetBufferParameteriv;
- gl_interface->fGetError = StubGLGetError;
- gl_interface->fGetIntegerv = StubGLGetIntegerv;
- gl_interface->fGetProgramInfoLog = StubGLGetProgramInfoLog;
- gl_interface->fGetProgramiv = StubGLGetProgramiv;
- gl_interface->fGetShaderInfoLog = StubGLGetShaderInfoLog;
- gl_interface->fGetShaderiv = StubGLGetShaderiv;
- gl_interface->fGetString = StubGLGetString;
- gl_interface->fGetUniformLocation = StubGLGetUniformLocation;
- gl_interface->fLineWidth = StubGLLineWidth;
- gl_interface->fLinkProgram = StubGLLinkProgram;
- gl_interface->fPixelStorei = StubGLPixelStorei;
- gl_interface->fReadPixels = StubGLReadPixels;
- gl_interface->fScissor = StubGLScissor;
- gl_interface->fShaderSource = StubGLShaderSource;
- gl_interface->fStencilFunc = StubGLStencilFunc;
- gl_interface->fStencilFuncSeparate = StubGLStencilFuncSeparate;
- gl_interface->fStencilMask = StubGLStencilMask;
- gl_interface->fStencilMaskSeparate = StubGLStencilMaskSeparate;
- gl_interface->fStencilOp = StubGLStencilOp;
- gl_interface->fStencilOpSeparate = StubGLStencilOpSeparate;
- gl_interface->fTexImage2D = StubGLTexImage2D;
- gl_interface->fTexParameteri = StubGLTexParameteri;
- gl_interface->fTexSubImage2D = StubGLTexSubImage2D;
- gl_interface->fUniform1fv = StubGLUniform1fv;
- gl_interface->fUniform1i = StubGLUniform1i;
- gl_interface->fUniform4fv = StubGLUniform4fv;
- gl_interface->fUniformMatrix3fv = StubGLUniformMatrix3fv;
- gl_interface->fUseProgram = StubGLUseProgram;
- gl_interface->fVertexAttrib4fv = StubGLVertexAttrib4fv;
- gl_interface->fVertexAttribPointer = StubGLVertexAttribPointer;
- gl_interface->fViewport = StubGLViewport;
- gl_interface->fBindFramebuffer = StubGLBindFramebuffer;
- gl_interface->fBindRenderbuffer = StubGLBindRenderbuffer;
- gl_interface->fCheckFramebufferStatus = StubGLCheckFramebufferStatus;
- gl_interface->fDeleteFramebuffers = StubGLDeleteFramebuffers;
- gl_interface->fDeleteRenderbuffers = StubGLDeleteRenderbuffers;
- gl_interface->fFramebufferRenderbuffer = StubGLFramebufferRenderbuffer;
- gl_interface->fFramebufferTexture2D = StubGLFramebufferTexture2D;
- gl_interface->fGenFramebuffers = StubGLGenFramebuffers;
- gl_interface->fGenRenderbuffers = StubGLGenRenderbuffers;
- gl_interface->fRenderbufferStorage = StubGLRenderBufferStorage;
- gl_interface->fRenderbufferStorageMultisample =
- StubGLRenderbufferStorageMultisample;
- gl_interface->fBlitFramebuffer = StubGLBlitFramebuffer;
- gl_interface->fMapBuffer = StubGLMapBuffer;
- gl_interface->fUnmapBuffer = StubGLUnmapBuffer;
-}
-
-} // namespace
-
-namespace gfx {
-
-void BindSkiaToHostGL() {
- static GrGLInterface host_gl_interface;
- static bool host_StubGL_initialized = false;
- if (!host_StubGL_initialized) {
- InitializeGrGLInterface(&host_gl_interface);
- GrGLSetGLInterface(&host_gl_interface);
- host_StubGL_initialized = true;
- }
-}
-
-} // namespace gfx
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