/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/GrGLInterface.h" #include "SkTArray.h" #include "SkTDArray.h" // the OpenGLES 2.0 spec says this must be >= 2 static const GrGLint kDefaultMaxTextureUnits = 8; // the OpenGLES 2.0 spec says this must be >= 128 static const GrGLint kDefaultMaxVertexUniformVectors = 128; // the OpenGLES 2.0 spec says this must be >=16 static const GrGLint kDefaultMaxFragmentUniformVectors = 16; // the OpenGLES 2.0 spec says this must be >= 8 static const GrGLint kDefaultMaxVertexAttribs = 8; // the OpenGLES 2.0 spec says this must be >= 8 static const GrGLint kDefaultMaxVaryingVectors = 8; //////////////////////////////////////////////////////////////////////////////// // This object is used to track the OpenGL objects. We don't use real // reference counting (i.e., we don't free the objects when their ref count // goes to 0) so that we can detect invalid memory accesses. The refs we // are tracking in this class are actually OpenGL's references to the objects // not "ours" // Each object also gets a unique globally identifying ID class GrFakeRefObj { public: GrFakeRefObj(GrGLuint ID) : fRef(0) , fHighRefCount(0) , fID(ID) , fMarkedForDeletion(false) , fDeleted(false) { } virtual ~GrFakeRefObj() {}; void ref() { fRef++; if (fHighRefCount < fRef) { fHighRefCount = fRef; } } void unref() { fRef--; GrAlwaysAssert(fRef >= 0); // often in OpenGL a given object may still be in use when the // delete call is made. In these cases the object is marked // for deletion and then freed when it is no longer in use if (0 == fRef && fMarkedForDeletion) { this->deleteAction(); } } int getRefCount() const { return fRef; } int getHighRefCount() const { return fHighRefCount; } GrGLuint getID() const { return fID; } void setMarkedForDeletion() { fMarkedForDeletion = true; } bool getMarkedForDeletion() const { return fMarkedForDeletion; } // setDeleted should only ever appear in deleteAction methods! void setDeleted() { fDeleted = true; } bool getDeleted() const { return fDeleted; } // The deleteAction fires if the object has been marked for deletion but // couldn't be deleted earlier due to refs virtual void deleteAction() = 0; protected: private: int fRef; int fHighRefCount; // high water mark of the ref count GrGLuint fID; bool fMarkedForDeletion; // The deleted flag is only set when OpenGL thinks the object is deleted // It is obviously still allocated w/in this framework bool fDeleted; }; //////////////////////////////////////////////////////////////////////////////// class GrBufferObj : public GrFakeRefObj { public: GrBufferObj(GrGLuint ID) : GrFakeRefObj(ID) , fDataPtr(NULL) , fMapped(false) , fBound(false) , fSize(0) , fUsage(GR_GL_STATIC_DRAW) { } virtual ~GrBufferObj() { delete[] fDataPtr; } void access() { // cannot access the buffer if it is currently mapped GrAlwaysAssert(!fMapped); } void setMapped() { fMapped = true; } void resetMapped() { fMapped = false; } bool getMapped() const { return fMapped; } void setBound() { fBound = true; } void resetBound() { fBound = false; } bool getBound() const { return fBound; } void allocate(GrGLint size, const GrGLchar *dataPtr) { GrAlwaysAssert(size >= 0); // delete pre-existing data delete[] fDataPtr; fSize = size; fDataPtr = new GrGLchar[size]; if (dataPtr) { memcpy(fDataPtr, dataPtr, fSize); } // TODO: w/ no dataPtr the data is unitialized - this could be tracked } GrGLint getSize() const { return fSize; } GrGLchar *getDataPtr() { return fDataPtr; } GrGLint getUsage() const { return fUsage; } void setUsage(GrGLint usage) { fUsage = usage; } virtual void deleteAction() SK_OVERRIDE { // buffers are automatically unmapped when deleted this->resetMapped(); this->setDeleted(); } protected: private: GrGLchar* fDataPtr; bool fMapped; // is the buffer object mapped via "glMapBuffer"? bool fBound; // is the buffer object bound via "glBindBuffer"? GrGLint fSize; // size in bytes GrGLint fUsage; // one of: GL_STREAM_DRAW, GL_STATIC_DRAW, GL_DYNAMIC_DRAW typedef GrFakeRefObj INHERITED; }; //////////////////////////////////////////////////////////////////////////////// class GrRenderBufferObj : public GrFakeRefObj { public: GrRenderBufferObj(GrGLuint ID) : GrFakeRefObj(ID) , fBound(false) { } virtual ~GrRenderBufferObj() { GrAlwaysAssert(0 == fColorReferees.count()); GrAlwaysAssert(0 == fDepthReferees.count()); GrAlwaysAssert(0 == fStencilReferees.count()); } void setBound() { fBound = true; } void resetBound() { fBound = false; } bool getBound() const { return fBound; } void setColorBound(GrFakeRefObj *referee) { fColorReferees.append(1, &referee); } void resetColorBound(GrFakeRefObj *referee) { int index = fColorReferees.find(referee); GrAlwaysAssert(0 <= index); fColorReferees.removeShuffle(index); } bool getColorBound(GrFakeRefObj *referee) const { int index = fColorReferees.find(referee); return 0 <= index; } bool getColorBound() const { return 0 != fColorReferees.count(); } void setDepthBound(GrFakeRefObj *referee) { fDepthReferees.append(1, &referee); } void resetDepthBound(GrFakeRefObj *referee) { int index = fDepthReferees.find(referee); GrAlwaysAssert(0 <= index); fDepthReferees.removeShuffle(index); } bool getDepthBound(GrFakeRefObj *referee) const { int index = fDepthReferees.find(referee); return 0 <= index; } bool getDepthBound() const { return 0 != fDepthReferees.count(); } void setStencilBound(GrFakeRefObj *referee) { fStencilReferees.append(1, &referee); } void resetStencilBound(GrFakeRefObj *referee) { int index = fStencilReferees.find(referee); GrAlwaysAssert(0 <= index); fStencilReferees.removeShuffle(index); } bool getStencilBound(GrFakeRefObj *referee) const { int index = fStencilReferees.find(referee); return 0 <= index; } bool getStencilBound() const { return 0 != fStencilReferees.count(); } virtual void deleteAction() SK_OVERRIDE { this->setDeleted(); } protected: private: bool fBound; // is this render buffer currently bound via "glBindRenderbuffer"? SkTDArray fColorReferees; // frame buffers that use this as a color buffer (via "glFramebufferRenderbuffer") SkTDArray fDepthReferees; // frame buffers that use this as a depth buffer (via "glFramebufferRenderbuffer") SkTDArray fStencilReferees; // frame buffers that use this as a stencil buffer (via "glFramebufferRenderbuffer") typedef GrFakeRefObj INHERITED; }; //////////////////////////////////////////////////////////////////////////////// // TODO: when a framebuffer obj is bound the GL_SAMPLES query must return 0 // TODO: GL_STENCIL_BITS must also be redirected to the framebuffer class GrFrameBufferObj : public GrFakeRefObj { public: GrFrameBufferObj(GrGLuint ID) : GrFakeRefObj(ID) , fBound(false) , fColorBuffer(NULL) , fDepthBuffer(NULL) , fStencilBuffer(NULL) { } virtual ~GrFrameBufferObj() { fColorBuffer = NULL; fDepthBuffer = NULL; fStencilBuffer = NULL; } void setBound() { fBound = true; } void resetBound() { fBound = false; } bool getBound() const { return fBound; } void setColor(GrRenderBufferObj *buffer) { if (fColorBuffer) { // automatically break the binding of the old buffer GrAlwaysAssert(fColorBuffer->getColorBound(this)); fColorBuffer->resetColorBound(this); GrAlwaysAssert(!fColorBuffer->getDeleted()); fColorBuffer->unref(); } fColorBuffer = buffer; if (fColorBuffer) { GrAlwaysAssert(!fColorBuffer->getDeleted()); fColorBuffer->ref(); GrAlwaysAssert(!fColorBuffer->getColorBound(this)); fColorBuffer->setColorBound(this); } } GrRenderBufferObj *getColor() { return fColorBuffer; } void setDepth(GrRenderBufferObj *buffer) { if (fDepthBuffer) { // automatically break the binding of the old buffer GrAlwaysAssert(fDepthBuffer->getDepthBound(this)); fDepthBuffer->resetDepthBound(this); GrAlwaysAssert(!fDepthBuffer->getDeleted()); fDepthBuffer->unref(); } fDepthBuffer = buffer; if (fDepthBuffer) { GrAlwaysAssert(!fDepthBuffer->getDeleted()); fDepthBuffer->ref(); GrAlwaysAssert(!fDepthBuffer->getDepthBound(this)); fDepthBuffer->setDepthBound(this); } } GrRenderBufferObj *getDepth() { return fDepthBuffer; } void setStencil(GrRenderBufferObj *buffer) { if (fStencilBuffer) { // automatically break the binding of the old buffer GrAlwaysAssert(fStencilBuffer->getStencilBound(this)); fStencilBuffer->resetStencilBound(this); GrAlwaysAssert(!fStencilBuffer->getDeleted()); fStencilBuffer->unref(); } fStencilBuffer = buffer; if (fStencilBuffer) { GrAlwaysAssert(!fStencilBuffer->getDeleted()); fStencilBuffer->ref(); GrAlwaysAssert(!fStencilBuffer->getStencilBound(this)); fStencilBuffer->setStencilBound(this); } } GrRenderBufferObj *getStencil() { return fStencilBuffer; } virtual void deleteAction() SK_OVERRIDE { setColor(NULL); setDepth(NULL); setStencil(NULL); this->setDeleted(); } protected: private: bool fBound; // is this frame buffer currently bound via "glBindFramebuffer"? GrRenderBufferObj * fColorBuffer; GrRenderBufferObj * fDepthBuffer; GrRenderBufferObj * fStencilBuffer; typedef GrFakeRefObj INHERITED; }; //////////////////////////////////////////////////////////////////////////////// class GrShaderObj : public GrFakeRefObj { public: GrShaderObj(GrGLuint ID, GrGLenum type) : GrFakeRefObj(ID) , fType(type) {} GrGLenum getType() { return fType; } virtual void deleteAction() SK_OVERRIDE { this->setDeleted(); } protected: private: GrGLenum fType; // either GR_GL_VERTEX_SHADER or GR_GL_FRAGMENT_SHADER typedef GrFakeRefObj INHERITED; }; //////////////////////////////////////////////////////////////////////////////// class GrProgramObj : public GrFakeRefObj { public: GrProgramObj(GrGLuint ID) : GrFakeRefObj(ID) , fInUse(false) {} void AttachShader(GrShaderObj *shader) { shader->ref(); fShaders.push_back(shader); } virtual void deleteAction() SK_OVERRIDE { // shaders are automatically detached from a deleted program. They will only be // deleted if they were marked for deletion by a prior call to glDeleteShader for (int i = 0; i < fShaders.count(); ++i) { fShaders[i]->unref(); } fShaders.reset(); this->setDeleted(); } // TODO: this flag system won't work w/ multiple contexts! void setInUse() { fInUse = true; } void resetInUse() { fInUse = false; } bool getInUse() const { return fInUse; } protected: private: SkTArray fShaders; bool fInUse; // has this program been activated by a glUseProgram call? typedef GrFakeRefObj INHERITED; }; //////////////////////////////////////////////////////////////////////////////// // This is the main debugging object. It is a singleton and keeps track of // all the other debug objects. class GrDebugGL { public: // TODO: merge findBuffer, findFrameBuffer, findShader & findProgram?? GrBufferObj *findBuffer(GrGLuint ID) { GrFakeRefObj *obj = this->findObject(ID); if (NULL == obj) { return NULL; } return reinterpret_cast(obj); } GrFrameBufferObj *findFrameBuffer(GrGLuint ID) { GrFakeRefObj *obj = this->findObject(ID); if (NULL == obj) { return NULL; } return reinterpret_cast(obj); } GrRenderBufferObj *findRenderBuffer(GrGLuint ID) { GrFakeRefObj *obj = this->findObject(ID); if (NULL == obj) { return NULL; } return reinterpret_cast(obj); } GrShaderObj *findShader(GrGLuint ID) { GrFakeRefObj *obj = this->findObject(ID); if (NULL == obj) { return NULL; } return reinterpret_cast(obj); } GrProgramObj *findProgram(GrGLuint ID) { GrFakeRefObj *obj = this->findObject(ID); if (NULL == obj) { return NULL; } return reinterpret_cast(obj); } // TODO: merge createBuffer, createShader, createProgram?? GrBufferObj *createBuffer() { GrBufferObj *buffer = new GrBufferObj(++fNextID); fObjects.push_back(buffer); return buffer; } GrFrameBufferObj *createFrameBuffer() { GrFrameBufferObj *buffer = new GrFrameBufferObj(++fNextID); fObjects.push_back(buffer); return buffer; } GrRenderBufferObj *createRenderBuffer() { GrRenderBufferObj *buffer = new GrRenderBufferObj(++fNextID); fObjects.push_back(buffer); return buffer; } GrShaderObj *createShader(GrGLenum type) { GrShaderObj *shader = new GrShaderObj(++fNextID, type); fObjects.push_back(shader); return shader; } GrProgramObj *createProgram() { GrProgramObj *program = new GrProgramObj(++fNextID); fObjects.push_back(program); return program; } GrFakeRefObj *findObject(GrGLuint ID) { for (int i = 0; i < fObjects.count(); ++i) { if (fObjects[i]->getID() == ID) { // The application shouldn't be accessing objects // that (as far as OpenGL knows) were already deleted GrAlwaysAssert(!fObjects[i]->getDeleted()); GrAlwaysAssert(!fObjects[i]->getMarkedForDeletion()); return fObjects[i]; } } return NULL; } void setMaxTextureUnits(GrGLuint maxTextureUnits) { fMaxTextureUnits = maxTextureUnits; } GrGLuint getMaxTextureUnits() const { return fMaxTextureUnits; } void setCurTextureUnit(GrGLuint curTextureUnit) { fCurTextureUnit = curTextureUnit; } GrGLuint getCurTextureUnit() const { return fCurTextureUnit; } void setArrayBuffer(GrBufferObj *arrayBuffer) { if (fArrayBuffer) { // automatically break the binding of the old buffer GrAlwaysAssert(fArrayBuffer->getBound()); fArrayBuffer->resetBound(); GrAlwaysAssert(!fArrayBuffer->getDeleted()); fArrayBuffer->unref(); } fArrayBuffer = arrayBuffer; if (fArrayBuffer) { GrAlwaysAssert(!fArrayBuffer->getDeleted()); fArrayBuffer->ref(); GrAlwaysAssert(!fArrayBuffer->getBound()); fArrayBuffer->setBound(); } } GrBufferObj *getArrayBuffer() { return fArrayBuffer; } void setElementArrayBuffer(GrBufferObj *elementArrayBuffer) { if (fElementArrayBuffer) { // automatically break the binding of the old buffer GrAlwaysAssert(fElementArrayBuffer->getBound()); fElementArrayBuffer->resetBound(); GrAlwaysAssert(!fElementArrayBuffer->getDeleted()); fElementArrayBuffer->unref(); } fElementArrayBuffer = elementArrayBuffer; if (fElementArrayBuffer) { GrAlwaysAssert(!fElementArrayBuffer->getDeleted()); fElementArrayBuffer->ref(); GrAlwaysAssert(!fElementArrayBuffer->getBound()); fElementArrayBuffer->setBound(); } } GrBufferObj *getElementArrayBuffer() { return fElementArrayBuffer; } void setFrameBuffer(GrFrameBufferObj *frameBuffer) { if (fFrameBuffer) { GrAlwaysAssert(fFrameBuffer->getBound()); fFrameBuffer->resetBound(); GrAlwaysAssert(!fFrameBuffer->getDeleted()); fFrameBuffer->unref(); } fFrameBuffer = frameBuffer; if (fFrameBuffer) { GrAlwaysAssert(!fFrameBuffer->getDeleted()); fFrameBuffer->ref(); GrAlwaysAssert(!fFrameBuffer->getBound()); fFrameBuffer->setBound(); } } GrFrameBufferObj *getFrameBuffer() { return fFrameBuffer; } void setRenderBuffer(GrRenderBufferObj *renderBuffer) { if (fRenderBuffer) { GrAlwaysAssert(fRenderBuffer->getBound()); fRenderBuffer->resetBound(); GrAlwaysAssert(!fRenderBuffer->getDeleted()); fRenderBuffer->unref(); } fRenderBuffer = renderBuffer; if (fRenderBuffer) { GrAlwaysAssert(!fRenderBuffer->getDeleted()); fRenderBuffer->ref(); GrAlwaysAssert(!fRenderBuffer->getBound()); fRenderBuffer->setBound(); } } GrRenderBufferObj *getRenderBuffer() { return fRenderBuffer; } void useProgram(GrProgramObj *program) { if (fProgram) { GrAlwaysAssert(fProgram->getInUse()); fProgram->resetInUse(); GrAlwaysAssert(!fProgram->getDeleted()); fProgram->unref(); } fProgram = program; if (fProgram) { GrAlwaysAssert(!fProgram->getDeleted()); fProgram->ref(); GrAlwaysAssert(!fProgram->getInUse()); fProgram->setInUse(); } } static GrDebugGL *getInstance() { // static GrDebugGL Obj; return &Obj; } void report() const { for (int i = 0; i < fObjects.count(); ++i) { GrAlwaysAssert(0 == fObjects[i]->getRefCount()); GrAlwaysAssert(0 < fObjects[i]->getHighRefCount()); GrAlwaysAssert(fObjects[i]->getDeleted()); } } protected: private: GrGLuint fMaxTextureUnits; GrGLuint fCurTextureUnit; GrBufferObj * fArrayBuffer; GrBufferObj * fElementArrayBuffer; GrFrameBufferObj *fFrameBuffer; GrRenderBufferObj *fRenderBuffer; GrProgramObj * fProgram; static int fNextID; // source for globally unique IDs static GrDebugGL Obj; // global store of all objects SkTArray fObjects; GrDebugGL() : fMaxTextureUnits(kDefaultMaxTextureUnits) , fCurTextureUnit(0) , fArrayBuffer(NULL) , fElementArrayBuffer(NULL) , fFrameBuffer(NULL) , fRenderBuffer(NULL) , fProgram(NULL) { } ~GrDebugGL() { this->report(); for (int i = 0; i < fObjects.count(); ++i) { delete fObjects[i]; } fObjects.reset(); fArrayBuffer = NULL; fElementArrayBuffer = NULL; fFrameBuffer = NULL; fRenderBuffer = NULL; fProgram = NULL; } }; int GrDebugGL::fNextID = 0; GrDebugGL GrDebugGL::Obj; //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLActiveTexture(GrGLenum texture) { // GrAlwaysAssert(0 <= texture); // GrAlwaysAssert(texture < GrDebugGL::getInstance()->getMaxTextureUnits()); GrDebugGL::getInstance()->setCurTextureUnit(texture); } //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLAttachShader(GrGLuint programID, GrGLuint shaderID) { GrProgramObj *program = GrDebugGL::getInstance()->findProgram(programID); GrAlwaysAssert(program); GrShaderObj *shader = GrDebugGL::getInstance()->findShader(shaderID); GrAlwaysAssert(shader); program->AttachShader(shader); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBeginQuery(GrGLenum target, GrGLuint id) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindAttribLocation(GrGLuint program, GrGLuint index, const char* name) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindTexture(GrGLenum target, GrGLuint texture) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlendColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFragDataLocation(GrGLuint program, GrGLuint colorNumber, const GrGLchar* name) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlendFunc(GrGLenum sfactor, GrGLenum dfactor) {} //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLBufferData(GrGLenum target, GrGLsizeiptr size, const GrGLvoid* data, GrGLenum usage) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrAlwaysAssert(size >= 0); GrAlwaysAssert(GR_GL_STREAM_DRAW == usage || GR_GL_STATIC_DRAW == usage || GR_GL_DYNAMIC_DRAW == usage); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; default: GrCrash("Unexpected target to glBufferData"); break; } GrAlwaysAssert(buffer); GrAlwaysAssert(buffer->getBound()); buffer->allocate(size, reinterpret_cast(data)); buffer->setUsage(usage); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBufferSubData(GrGLenum target, GrGLintptr offset, GrGLsizeiptr size, const GrGLvoid* data) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLClear(GrGLbitfield mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLClearColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLClearStencil(GrGLint s) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLColorMask(GrGLboolean red, GrGLboolean green, GrGLboolean blue, GrGLboolean alpha) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLCompileShader(GrGLuint shader) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLCompressedTexImage2D(GrGLenum target, GrGLint level, GrGLenum internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLsizei imageSize, const GrGLvoid* data) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLCullFace(GrGLenum mode) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDepthMask(GrGLboolean flag) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDisable(GrGLenum cap) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDisableVertexAttribArray(GrGLuint index) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawArrays(GrGLenum mode, GrGLint first, GrGLsizei count) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawBuffer(GrGLenum mode) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawBuffers(GrGLsizei n, const GrGLenum* bufs) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawElements(GrGLenum mode, GrGLsizei count, GrGLenum type, const GrGLvoid* indices) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLEnable(GrGLenum cap) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLEnableVertexAttribArray(GrGLuint index) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLEndQuery(GrGLenum target) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLFinish() {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLFlush() {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLFrontFace(GrGLenum mode) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLLineWidth(GrGLfloat width) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLLinkProgram(GrGLuint program) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLPixelStorei(GrGLenum pname, GrGLint param) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLQueryCounter(GrGLuint id, GrGLenum target) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLReadBuffer(GrGLenum src) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLReadPixels(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, GrGLvoid* pixels) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLScissor(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLShaderSource(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilFuncSeparate(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilMask(GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilMaskSeparate(GrGLenum face, GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilOp(GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilOpSeparate(GrGLenum face, GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexImage2D(GrGLenum target, GrGLint level, GrGLint internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexParameteri(GrGLenum target, GrGLenum pname, GrGLint param) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexStorage2D(GrGLenum target, GrGLsizei levels, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1f(GrGLint location, GrGLfloat v0) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1i(GrGLint location, GrGLint v0) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2f(GrGLint location, GrGLfloat v0, GrGLfloat v1) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2i(GrGLint location, GrGLint v0, GrGLint v1) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2, GrGLfloat v3) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2, GrGLint v3) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix2fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix3fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix4fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUseProgram(GrGLuint programID) { // A programID of 0 is legal GrProgramObj *program = GrDebugGL::getInstance()->findProgram(programID); GrDebugGL::getInstance()->useProgram(program); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLVertexAttrib4fv(GrGLuint indx, const GrGLfloat* values) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLVertexAttribPointer(GrGLuint indx, GrGLint size, GrGLenum type, GrGLboolean normalized, GrGLsizei stride, const GrGLvoid* ptr) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLViewport(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFramebuffer(GrGLenum target, GrGLuint frameBufferID) { GrAlwaysAssert(GR_GL_FRAMEBUFFER == target); // a frameBufferID of 0 is acceptable - it binds to the default frame buffer GrFrameBufferObj *frameBuffer = GrDebugGL::getInstance()->findFrameBuffer(frameBufferID); GrDebugGL::getInstance()->setFrameBuffer(frameBuffer); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindRenderbuffer(GrGLenum target, GrGLuint renderBufferID) { GrAlwaysAssert(GR_GL_RENDERBUFFER == target); // a renderBufferID of 0 is acceptable - it unbinds the bound render buffer GrRenderBufferObj *renderBuffer = GrDebugGL::getInstance()->findRenderBuffer(renderBufferID); GrDebugGL::getInstance()->setRenderBuffer(renderBuffer); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteFramebuffers(GrGLsizei n, const GrGLuint *frameBuffers) { // first potentially unbind the buffers if (GrDebugGL::getInstance()->getFrameBuffer()) { for (int i = 0; i < n; ++i) { if (frameBuffers[i] == GrDebugGL::getInstance()->getFrameBuffer()->getID()) { // this ID is the current frame buffer - rebind to the default GrDebugGL::getInstance()->setFrameBuffer(NULL); } } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrFrameBufferObj *buffer = GrDebugGL::getInstance()->findFrameBuffer(frameBuffers[i]); GrAlwaysAssert(buffer); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteRenderbuffers(GrGLsizei n, const GrGLuint *renderBuffers) { // first potentially unbind the buffers if (GrDebugGL::getInstance()->getRenderBuffer()) { for (int i = 0; i < n; ++i) { if (renderBuffers[i] == GrDebugGL::getInstance()->getRenderBuffer()->getID()) { // this ID is the current render buffer - make no render buffer be bound GrDebugGL::getInstance()->setRenderBuffer(NULL); } } } // Open GL will remove a deleted render buffer from the active frame buffer but not // from any other frame buffer if (GrDebugGL::getInstance()->getFrameBuffer()) { GrFrameBufferObj *frameBuffer = GrDebugGL::getInstance()->getFrameBuffer(); for (int i = 0; i < n; ++i) { if (NULL != frameBuffer->getColor() && renderBuffers[i] == frameBuffer->getColor()->getID()) { frameBuffer->setColor(NULL); } if (NULL != frameBuffer->getDepth() && renderBuffers[i] == frameBuffer->getDepth()->getID()) { frameBuffer->setDepth(NULL); } if (NULL != frameBuffer->getStencil() && renderBuffers[i] == frameBuffer->getStencil()->getID()) { frameBuffer->setStencil(NULL); } } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrRenderBufferObj *buffer = GrDebugGL::getInstance()->findRenderBuffer(renderBuffers[i]); GrAlwaysAssert(buffer); // OpenGL gives no guarantees if a render buffer is deleted while attached to // something other than the currently bound frame buffer GrAlwaysAssert(!buffer->getColorBound()); GrAlwaysAssert(!buffer->getDepthBound()); GrAlwaysAssert(!buffer->getStencilBound()); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLFramebufferRenderbuffer(GrGLenum target, GrGLenum attachment, GrGLenum renderbuffertarget, GrGLuint renderBufferID) { GrAlwaysAssert(GR_GL_FRAMEBUFFER == target); GrAlwaysAssert(GR_GL_COLOR_ATTACHMENT0 == attachment || GR_GL_DEPTH_ATTACHMENT == attachment || GR_GL_STENCIL_ATTACHMENT == attachment); GrAlwaysAssert(GR_GL_RENDERBUFFER == renderbuffertarget); GrFrameBufferObj *framebuffer = GrDebugGL::getInstance()->getFrameBuffer(); // A render buffer cannot be attached to the default framebuffer GrAlwaysAssert(NULL != framebuffer); // a renderBufferID of 0 is acceptable - it unbinds the current render buffer GrRenderBufferObj *renderbuffer = GrDebugGL::getInstance()->findRenderBuffer(renderBufferID); switch (attachment) { case GR_GL_COLOR_ATTACHMENT0: framebuffer->setColor(renderbuffer); break; case GR_GL_DEPTH_ATTACHMENT: framebuffer->setDepth(renderbuffer); break; case GR_GL_STENCIL_ATTACHMENT: framebuffer->setStencil(renderbuffer); break; default: GrAlwaysAssert(false); break; }; } GrGLvoid GR_GL_FUNCTION_TYPE debugGLFramebufferTexture2D(GrGLenum target, GrGLenum attachment, GrGLenum textarget, GrGLuint texture, GrGLint level) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetFramebufferAttachmentParameteriv(GrGLenum target, GrGLenum attachment, GrGLenum pname, GrGLint* params) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetRenderbufferParameteriv(GrGLenum target, GrGLenum pname, GrGLint* params) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLRenderbufferStorage(GrGLenum target, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLRenderbufferStorageMultisample(GrGLenum target, GrGLsizei samples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlitFramebuffer(GrGLint srcX0, GrGLint srcY0, GrGLint srcX1, GrGLint srcY1, GrGLint dstX0, GrGLint dstY0, GrGLint dstX1, GrGLint dstY1, GrGLbitfield mask, GrGLenum filter) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLResolveMultisampleFramebuffer() {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFragDataLocationIndexed(GrGLuint program, GrGLuint colorNumber, GrGLuint index, const GrGLchar * name) {} GrGLenum GR_GL_FUNCTION_TYPE debugGLCheckFramebufferStatus(GrGLenum target) { return GR_GL_FRAMEBUFFER_COMPLETE; } GrGLuint GR_GL_FUNCTION_TYPE debugGLCreateProgram() { GrProgramObj *program = GrDebugGL::getInstance()->createProgram(); return program->getID(); } GrGLuint GR_GL_FUNCTION_TYPE debugGLCreateShader(GrGLenum type) { GrAlwaysAssert(GR_GL_VERTEX_SHADER == type || GR_GL_FRAGMENT_SHADER == type); GrShaderObj *shader = GrDebugGL::getInstance()->createShader(type); return shader->getID(); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteProgram(GrGLuint programID) { GrProgramObj *program = GrDebugGL::getInstance()->findProgram(programID); GrAlwaysAssert(program); if (program->getRefCount()) { // someone is still using this program so we can't delete it here program->setMarkedForDeletion(); } else { program->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteShader(GrGLuint shaderID) { GrShaderObj *shader = GrDebugGL::getInstance()->findShader(shaderID); GrAlwaysAssert(shader); if (shader->getRefCount()) { // someone is still using this shader so we can't delete it here shader->setMarkedForDeletion(); } else { shader->deleteAction(); } } // same function used for all glGen*(GLsize i, GLuint*) functions GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenIds(GrGLsizei n, GrGLuint* ids) { static int gCurrID = 1; for (int i = 0; i < n; ++i) { ids[i] = ++gCurrID; } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenBuffers(GrGLsizei n, GrGLuint* ids) { for (int i = 0; i < n; ++i) { GrBufferObj *buffer = GrDebugGL::getInstance()->createBuffer(); GrAlwaysAssert(buffer); ids[i] = buffer->getID(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenFramebuffers(GrGLsizei n, GrGLuint* ids) { for (int i = 0; i < n; ++i) { GrFrameBufferObj *buffer = GrDebugGL::getInstance()->createFrameBuffer(); GrAlwaysAssert(buffer); ids[i] = buffer->getID(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenRenderbuffers(GrGLsizei n, GrGLuint* ids) { for (int i = 0; i < n; ++i) { GrRenderBufferObj *buffer = GrDebugGL::getInstance()->createRenderBuffer(); GrAlwaysAssert(buffer); ids[i] = buffer->getID(); } } // same delete function for all glDelete*(GLsize i, const GLuint*) except buffers GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteIds(GrGLsizei n, const GrGLuint* ids) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindBuffer(GrGLenum target, GrGLuint bufferID) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrBufferObj *buffer = GrDebugGL::getInstance()->findBuffer(bufferID); // 0 is a permissable bufferID - it unbinds the current buffer switch (target) { case GR_GL_ARRAY_BUFFER: GrDebugGL::getInstance()->setArrayBuffer(buffer); break; case GR_GL_ELEMENT_ARRAY_BUFFER: GrDebugGL::getInstance()->setElementArrayBuffer(buffer); break; default: GrCrash("Unexpected target to glBindBuffer"); break; } } // deleting a bound buffer has the side effect of binding 0 GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteBuffers(GrGLsizei n, const GrGLuint* ids) { // first potentially unbind the buffers for (int i = 0; i < n; ++i) { if (GrDebugGL::getInstance()->getArrayBuffer() && ids[i] == GrDebugGL::getInstance()->getArrayBuffer()->getID()) { // this ID is the current array buffer GrDebugGL::getInstance()->setArrayBuffer(NULL); } if (GrDebugGL::getInstance()->getElementArrayBuffer() && ids[i] == GrDebugGL::getInstance()->getElementArrayBuffer()->getID()) { // this ID is the current element array buffer GrDebugGL::getInstance()->setElementArrayBuffer(NULL); } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrBufferObj *buffer = GrDebugGL::getInstance()->findBuffer(ids[i]); GrAlwaysAssert(buffer); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } // map a buffer to the caller's address space GrGLvoid* GR_GL_FUNCTION_TYPE debugGLMapBuffer(GrGLenum target, GrGLenum access) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrAlwaysAssert(GR_GL_WRITE_ONLY == access); // GR_GL_READ_ONLY == access || || GR_GL_READ_WRIT == access); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; default: GrCrash("Unexpected target to glMapBuffer"); break; } if (buffer) { GrAlwaysAssert(!buffer->getMapped()); buffer->setMapped(); return buffer->getDataPtr(); } GrAlwaysAssert(false); return NULL; // no buffer bound to the target } // remove a buffer from the caller's address space // TODO: check if the "access" method from "glMapBuffer" was honored GrGLboolean GR_GL_FUNCTION_TYPE debugGLUnmapBuffer(GrGLenum target) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; default: GrCrash("Unexpected target to glUnmapBuffer"); break; } if (buffer) { GrAlwaysAssert(buffer->getMapped()); buffer->resetMapped(); return GR_GL_TRUE; } GrAlwaysAssert(false); return GR_GL_FALSE; // GR_GL_INVALID_OPERATION; } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetBufferParameteriv(GrGLenum target, GrGLenum value, GrGLint* params) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrAlwaysAssert(GR_GL_BUFFER_SIZE == value || GR_GL_BUFFER_USAGE == value); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; } GrAlwaysAssert(buffer); switch (value) { case GR_GL_BUFFER_MAPPED: *params = GR_GL_FALSE; if (buffer) *params = buffer->getMapped() ? GR_GL_TRUE : GR_GL_FALSE; break; case GR_GL_BUFFER_SIZE: *params = 0; if (buffer) *params = buffer->getSize(); break; case GR_GL_BUFFER_USAGE: *params = GR_GL_STATIC_DRAW; if (buffer) *params = buffer->getUsage(); break; default: GrCrash("Unexpected value to glGetBufferParamateriv"); break; } }; GrGLenum GR_GL_FUNCTION_TYPE debugGLGetError() { return GR_GL_NO_ERROR; } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetIntegerv(GrGLenum pname, GrGLint* params) { // TODO: remove from Ganesh the #defines for gets we don't use. // We would like to minimize gets overall due to performance issues switch (pname) { case GR_GL_STENCIL_BITS: *params = 8; break; case GR_GL_SAMPLES: *params = 1; break; case GR_GL_FRAMEBUFFER_BINDING: *params = 0; break; case GR_GL_VIEWPORT: params[0] = 0; params[1] = 0; params[2] = 800; params[3] = 600; break; case GR_GL_MAX_TEXTURE_IMAGE_UNITS: *params = 8; break; case GR_GL_MAX_VERTEX_UNIFORM_VECTORS: *params = kDefaultMaxVertexUniformVectors; break; case GR_GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = kDefaultMaxFragmentUniformVectors; break; case GR_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = 16 * 4; break; case GR_GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break; case GR_GL_COMPRESSED_TEXTURE_FORMATS: break; case GR_GL_MAX_TEXTURE_SIZE: *params = 8192; break; case GR_GL_MAX_RENDERBUFFER_SIZE: *params = 8192; break; case GR_GL_MAX_SAMPLES: *params = 32; break; case GR_GL_MAX_VERTEX_ATTRIBS: *params = kDefaultMaxVertexAttribs; break; case GR_GL_MAX_VARYING_VECTORS: *params = kDefaultMaxVaryingVectors; break; case GR_GL_MAX_TEXTURE_UNITS: *params = GrDebugGL::getInstance()->getMaxTextureUnits(); break; default: GrCrash("Unexpected pname to GetIntegerv"); } } // used for both the program and shader info logs GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetInfoLog(GrGLuint program, GrGLsizei bufsize, GrGLsizei* length, char* infolog) { if (length) { *length = 0; } if (bufsize > 0) { *infolog = 0; } } // used for both the program and shader params GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetShaderOrProgramiv(GrGLuint program, GrGLenum pname, GrGLint* params) { switch (pname) { case GR_GL_LINK_STATUS: // fallthru case GR_GL_COMPILE_STATUS: *params = GR_GL_TRUE; break; case GR_GL_INFO_LOG_LENGTH: *params = 0; break; // we don't expect any other pnames default: GrCrash("Unexpected pname to GetProgramiv"); break; } } namespace { template void query_result(GrGLenum GLtarget, GrGLenum pname, T *params) { switch (pname) { case GR_GL_QUERY_RESULT_AVAILABLE: *params = GR_GL_TRUE; break; case GR_GL_QUERY_RESULT: *params = 0; break; default: GrCrash("Unexpected pname passed to GetQueryObject."); break; } } } // Queries on the null GL just don't do anything at all. We could potentially make // the timers work. GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryiv(GrGLenum GLtarget, GrGLenum pname, GrGLint *params) { switch (pname) { case GR_GL_CURRENT_QUERY: *params = 0; break; case GR_GL_QUERY_COUNTER_BITS: *params = 32; break; default: GrCrash("Unexpected pname passed GetQueryiv."); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjecti64v(GrGLuint id, GrGLenum pname, GrGLint64 *params) { query_result(id, pname, params); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectiv(GrGLuint id, GrGLenum pname, GrGLint *params) { query_result(id, pname, params); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectui64v(GrGLuint id, GrGLenum pname, GrGLuint64 *params) { query_result(id, pname, params); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectuiv(GrGLuint id, GrGLenum pname, GrGLuint *params) { query_result(id, pname, params); } const GrGLubyte* GR_GL_FUNCTION_TYPE debugGLGetString(GrGLenum name) { switch (name) { case GR_GL_EXTENSIONS: return (const GrGLubyte*)"GL_ARB_framebuffer_object GL_ARB_blend_func_extended GL_ARB_timer_query GL_ARB_draw_buffers GL_ARB_occlusion_query GL_EXT_blend_color GL_EXT_stencil_wrap"; case GR_GL_VERSION: return (const GrGLubyte*)"4.0 Null GL"; case GR_GL_SHADING_LANGUAGE_VERSION: return (const GrGLubyte*)"4.20.8 Null GLSL"; default: GrCrash("Unexpected name to GetString"); return NULL; } } // we used to use this to query stuff about externally created textures, now we just // require clients to tell us everything about the texture. GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetTexLevelParameteriv(GrGLenum target, GrGLint level, GrGLenum pname, GrGLint* params) { GrCrash("Should never query texture parameters."); } GrGLint GR_GL_FUNCTION_TYPE debugGLGetUniformLocation(GrGLuint program, const char* name) { static int gUniLocation = 0; return ++gUniLocation; } const GrGLInterface* GrGLCreateDebugInterface() { // The gl functions are not context-specific so we create one global // interface static SkAutoTUnref glInterface; if (!glInterface.get()) { GrGLInterface* interface = new GrGLInterface; glInterface.reset(interface); interface->fBindingsExported = kDesktop_GrGLBinding; interface->fActiveTexture = debugGLActiveTexture; interface->fAttachShader = debugGLAttachShader; interface->fBeginQuery = debugGLBeginQuery; interface->fBindAttribLocation = debugGLBindAttribLocation; interface->fBindBuffer = debugGLBindBuffer; interface->fBindFragDataLocation = debugGLBindFragDataLocation; interface->fBindTexture = debugGLBindTexture; interface->fBlendColor = debugGLBlendColor; interface->fBlendFunc = debugGLBlendFunc; interface->fBufferData = debugGLBufferData; interface->fBufferSubData = debugGLBufferSubData; interface->fClear = debugGLClear; interface->fClearColor = debugGLClearColor; interface->fClearStencil = debugGLClearStencil; interface->fColorMask = debugGLColorMask; interface->fCompileShader = debugGLCompileShader; interface->fCompressedTexImage2D = debugGLCompressedTexImage2D; interface->fCreateProgram = debugGLCreateProgram; interface->fCreateShader = debugGLCreateShader; interface->fCullFace = debugGLCullFace; interface->fDeleteBuffers = debugGLDeleteBuffers; interface->fDeleteProgram = debugGLDeleteProgram; interface->fDeleteQueries = debugGLDeleteIds; interface->fDeleteShader = debugGLDeleteShader; interface->fDeleteTextures = debugGLDeleteIds; interface->fDepthMask = debugGLDepthMask; interface->fDisable = debugGLDisable; interface->fDisableVertexAttribArray = debugGLDisableVertexAttribArray; interface->fDrawArrays = debugGLDrawArrays; interface->fDrawBuffer = debugGLDrawBuffer; interface->fDrawBuffers = debugGLDrawBuffers; interface->fDrawElements = debugGLDrawElements; interface->fEnable = debugGLEnable; interface->fEnableVertexAttribArray = debugGLEnableVertexAttribArray; interface->fEndQuery = debugGLEndQuery; interface->fFinish = debugGLFinish; interface->fFlush = debugGLFlush; interface->fFrontFace = debugGLFrontFace; interface->fGenBuffers = debugGLGenBuffers; interface->fGenQueries = debugGLGenIds; interface->fGenTextures = debugGLGenIds; interface->fGetBufferParameteriv = debugGLGetBufferParameteriv; interface->fGetError = debugGLGetError; interface->fGetIntegerv = debugGLGetIntegerv; interface->fGetQueryObjecti64v = debugGLGetQueryObjecti64v; interface->fGetQueryObjectiv = debugGLGetQueryObjectiv; interface->fGetQueryObjectui64v = debugGLGetQueryObjectui64v; interface->fGetQueryObjectuiv = debugGLGetQueryObjectuiv; interface->fGetQueryiv = debugGLGetQueryiv; interface->fGetProgramInfoLog = debugGLGetInfoLog; interface->fGetProgramiv = debugGLGetShaderOrProgramiv; interface->fGetShaderInfoLog = debugGLGetInfoLog; interface->fGetShaderiv = debugGLGetShaderOrProgramiv; interface->fGetString = debugGLGetString; interface->fGetTexLevelParameteriv = debugGLGetTexLevelParameteriv; interface->fGetUniformLocation = debugGLGetUniformLocation; interface->fLineWidth = debugGLLineWidth; interface->fLinkProgram = debugGLLinkProgram; interface->fPixelStorei = debugGLPixelStorei; interface->fQueryCounter = debugGLQueryCounter; interface->fReadBuffer = debugGLReadBuffer; interface->fReadPixels = debugGLReadPixels; interface->fScissor = debugGLScissor; interface->fShaderSource = debugGLShaderSource; interface->fStencilFunc = debugGLStencilFunc; interface->fStencilFuncSeparate = debugGLStencilFuncSeparate; interface->fStencilMask = debugGLStencilMask; interface->fStencilMaskSeparate = debugGLStencilMaskSeparate; interface->fStencilOp = debugGLStencilOp; interface->fStencilOpSeparate = debugGLStencilOpSeparate; interface->fTexImage2D = debugGLTexImage2D; interface->fTexParameteri = debugGLTexParameteri; interface->fTexSubImage2D = debugGLTexSubImage2D; interface->fTexStorage2D = debugGLTexStorage2D; interface->fUniform1f = debugGLUniform1f; interface->fUniform1i = debugGLUniform1i; interface->fUniform1fv = debugGLUniform1fv; interface->fUniform1iv = debugGLUniform1iv; interface->fUniform2f = debugGLUniform2f; interface->fUniform2i = debugGLUniform2i; interface->fUniform2fv = debugGLUniform2fv; interface->fUniform2iv = debugGLUniform2iv; interface->fUniform3f = debugGLUniform3f; interface->fUniform3i = debugGLUniform3i; interface->fUniform3fv = debugGLUniform3fv; interface->fUniform3iv = debugGLUniform3iv; interface->fUniform4f = debugGLUniform4f; interface->fUniform4i = debugGLUniform4i; interface->fUniform4fv = debugGLUniform4fv; interface->fUniform4iv = debugGLUniform4iv; interface->fUniformMatrix2fv = debugGLUniformMatrix2fv; interface->fUniformMatrix3fv = debugGLUniformMatrix3fv; interface->fUniformMatrix4fv = debugGLUniformMatrix4fv; interface->fUseProgram = debugGLUseProgram; interface->fVertexAttrib4fv = debugGLVertexAttrib4fv; interface->fVertexAttribPointer = debugGLVertexAttribPointer; interface->fViewport = debugGLViewport; interface->fBindFramebuffer = debugGLBindFramebuffer; interface->fBindRenderbuffer = debugGLBindRenderbuffer; interface->fCheckFramebufferStatus = debugGLCheckFramebufferStatus; interface->fDeleteFramebuffers = debugGLDeleteFramebuffers; interface->fDeleteRenderbuffers = debugGLDeleteRenderbuffers; interface->fFramebufferRenderbuffer = debugGLFramebufferRenderbuffer; interface->fFramebufferTexture2D = debugGLFramebufferTexture2D; interface->fGenFramebuffers = debugGLGenFramebuffers; interface->fGenRenderbuffers = debugGLGenRenderbuffers; interface->fGetFramebufferAttachmentParameteriv = debugGLGetFramebufferAttachmentParameteriv; interface->fGetRenderbufferParameteriv = debugGLGetRenderbufferParameteriv; interface->fRenderbufferStorage = debugGLRenderbufferStorage; interface->fRenderbufferStorageMultisample = debugGLRenderbufferStorageMultisample; interface->fBlitFramebuffer = debugGLBlitFramebuffer; interface->fResolveMultisampleFramebuffer = debugGLResolveMultisampleFramebuffer; interface->fMapBuffer = debugGLMapBuffer; interface->fUnmapBuffer = debugGLUnmapBuffer; interface->fBindFragDataLocationIndexed = debugGLBindFragDataLocationIndexed; } glInterface.get()->ref(); return glInterface.get(); }