637d5e9297
Review URL: http://codereview.appspot.com/6189054/ git-svn-id: http://skia.googlecode.com/svn/trunk@3864 2bbb7eff-a529-9590-31e7-b0007b416f81
260 lines
10 KiB
C++
260 lines
10 KiB
C++
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/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrGLInterface_DEFINED
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#define GrGLInterface_DEFINED
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#include "GrGLFunctions.h"
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#include "GrRefCnt.h"
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////////////////////////////////////////////////////////////////////////////////
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/**
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* Classifies GL contexts (currently as Desktop vs. ES2). This is a bitfield.
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* A GrGLInterface (defined below) may support multiple bindings.
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*/
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enum GrGLBinding {
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kNone_GrGLBinding = 0x0,
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kDesktop_GrGLBinding = 0x01,
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kES2_GrGLBinding = 0x02,
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// for iteration of GrGLBindings
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kFirstGrGLBinding = kDesktop_GrGLBinding,
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kLastGrGLBinding = kES2_GrGLBinding
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};
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////////////////////////////////////////////////////////////////////////////////
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/**
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* Rather than depend on platform-specific GL headers and libraries, we require
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* the client to provide a struct of GL function pointers. This struct can be
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* specified per-GrContext as a parameter to GrContext::Create. If NULL is
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* passed to Create then the "default" GL interface is used. If the default is
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* also NULL GrContext creation will fail.
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*
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* The default interface is returned by GrGLDefaultInterface. This function's
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* implementation is platform-specific. Several have been provided, along with
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* an implementation that simply returns NULL. It is implementation-specific
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* whether the same GrGLInterface is returned or whether a new one is created
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* at each call. Some platforms may not be able to use a single GrGLInterface
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* because extension function ptrs vary across contexts. Note that GrGLInterface
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* is ref-counted. So if the same object is returned by multiple calls to
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* GrGLDefaultInterface, each should bump the ref count.
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*
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* By defining GR_GL_PER_GL_CALL_IFACE_CALLBACK to 1 the client can specify a
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* callback function that will be called prior to each GL function call. See
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* comments in GrGLConfig.h
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*/
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struct GrGLInterface;
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const GrGLInterface* GrGLDefaultInterface();
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/**
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* Creates a GrGLInterface for a "native" GL context (e.g. WGL on windows,
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* GLX on linux, AGL on Mac). On platforms that have context-specific function
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* pointers for GL extensions (e.g. windows) the returned interface is only
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* valid for the context that was current at creation.
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*/
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const GrGLInterface* GrGLCreateNativeInterface();
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#if SK_MESA
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/**
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* Creates a GrGLInterface for an OSMesa context.
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*/
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const GrGLInterface* GrGLCreateMesaInterface();
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#endif
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#if SK_ANGLE
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/**
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* Creates a GrGLInterface for an ANGLE context.
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*/
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const GrGLInterface* GrGLCreateANGLEInterface();
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#endif
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/**
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* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
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* CPU overhead.
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*/
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const GrGLInterface* GrGLCreateNullInterface();
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/**
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* Creates a debugging GrGLInterface that doesn't draw anything. Used for
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* finding memory leaks and invalid memory accesses.
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*/
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const GrGLInterface* GrGLCreateDebugInterface();
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#if GR_GL_PER_GL_FUNC_CALLBACK
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typedef void (*GrGLInterfaceCallbackProc)(const GrGLInterface*);
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typedef intptr_t GrGLInterfaceCallbackData;
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#endif
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/*
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* The following interface exports the OpenGL entry points used by the system.
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* Use of OpenGL calls is disallowed. All calls should be invoked through
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* the global instance of this struct, defined above.
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*
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* IMPORTANT NOTE: The OpenGL entry points exposed here include both core GL
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* functions, and extensions. The system assumes that the address of the
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* extension pointer will be valid across contexts.
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*/
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struct GR_API GrGLInterface : public GrRefCnt {
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private:
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// simple wrapper class that exists only to initialize a pointer to NULL
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template <typename FNPTR_TYPE> class GLPtr {
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public:
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GLPtr() : fPtr(NULL) {}
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GLPtr operator =(FNPTR_TYPE ptr) { fPtr = ptr; return *this; }
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operator FNPTR_TYPE() const { return fPtr; }
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private:
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FNPTR_TYPE fPtr;
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};
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public:
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GrGLInterface();
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// Validates that the GrGLInterface supports a binding. This means that
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// the GrGLinterface advertises the binding in fBindingsExported and all
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// the necessary function pointers have been initialized.
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bool validate(GrGLBinding binding) const;
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// Indicator variable specifying the type of GL implementation
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// exported: GLES2 and/or Desktop.
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GrGLBinding fBindingsExported;
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GLPtr<GrGLActiveTextureProc> fActiveTexture;
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GLPtr<GrGLAttachShaderProc> fAttachShader;
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GLPtr<GrGLBeginQueryProc> fBeginQuery;
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GLPtr<GrGLBindAttribLocationProc> fBindAttribLocation;
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GLPtr<GrGLBindBufferProc> fBindBuffer;
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GLPtr<GrGLBindFragDataLocationProc> fBindFragDataLocation;
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GLPtr<GrGLBindFragDataLocationIndexedProc> fBindFragDataLocationIndexed;
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GLPtr<GrGLBindFramebufferProc> fBindFramebuffer;
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GLPtr<GrGLBindRenderbufferProc> fBindRenderbuffer;
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GLPtr<GrGLBindTextureProc> fBindTexture;
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GLPtr<GrGLBlendColorProc> fBlendColor;
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GLPtr<GrGLBlendFuncProc> fBlendFunc;
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GLPtr<GrGLBlendEquationProc> fBlendEquation;
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GLPtr<GrGLBlitFramebufferProc> fBlitFramebuffer;
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GLPtr<GrGLBufferDataProc> fBufferData;
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GLPtr<GrGLBufferSubDataProc> fBufferSubData;
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GLPtr<GrGLCheckFramebufferStatusProc> fCheckFramebufferStatus;
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GLPtr<GrGLClearProc> fClear;
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GLPtr<GrGLClearColorProc> fClearColor;
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GLPtr<GrGLClearStencilProc> fClearStencil;
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GLPtr<GrGLColorMaskProc> fColorMask;
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GLPtr<GrGLColorPointerProc> fColorPointer;
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GLPtr<GrGLCompileShaderProc> fCompileShader;
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GLPtr<GrGLCompressedTexImage2DProc> fCompressedTexImage2D;
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GLPtr<GrGLCreateProgramProc> fCreateProgram;
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GLPtr<GrGLCreateShaderProc> fCreateShader;
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GLPtr<GrGLCullFaceProc> fCullFace;
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GLPtr<GrGLDeleteBuffersProc> fDeleteBuffers;
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GLPtr<GrGLDeleteFramebuffersProc> fDeleteFramebuffers;
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GLPtr<GrGLDeleteProgramProc> fDeleteProgram;
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GLPtr<GrGLDeleteQueriesProc> fDeleteQueries;
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GLPtr<GrGLDeleteRenderbuffersProc> fDeleteRenderbuffers;
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GLPtr<GrGLDeleteShaderProc> fDeleteShader;
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GLPtr<GrGLDeleteTexturesProc> fDeleteTextures;
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GLPtr<GrGLDepthMaskProc> fDepthMask;
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GLPtr<GrGLDisableProc> fDisable;
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GLPtr<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
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GLPtr<GrGLDrawArraysProc> fDrawArrays;
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GLPtr<GrGLDrawBufferProc> fDrawBuffer;
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GLPtr<GrGLDrawBuffersProc> fDrawBuffers;
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GLPtr<GrGLDrawElementsProc> fDrawElements;
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GLPtr<GrGLEnableProc> fEnable;
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GLPtr<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
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GLPtr<GrGLEndQueryProc> fEndQuery;
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GLPtr<GrGLFinishProc> fFinish;
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GLPtr<GrGLFlushProc> fFlush;
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GLPtr<GrGLFramebufferRenderbufferProc> fFramebufferRenderbuffer;
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GLPtr<GrGLFramebufferTexture2DProc> fFramebufferTexture2D;
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GLPtr<GrGLFrontFaceProc> fFrontFace;
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GLPtr<GrGLGenBuffersProc> fGenBuffers;
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GLPtr<GrGLGenFramebuffersProc> fGenFramebuffers;
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GLPtr<GrGLGenQueriesProc> fGenQueries;
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GLPtr<GrGLGenRenderbuffersProc> fGenRenderbuffers;
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GLPtr<GrGLGenTexturesProc> fGenTextures;
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GLPtr<GrGLGetBufferParameterivProc> fGetBufferParameteriv;
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GLPtr<GrGLGetErrorProc> fGetError;
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GLPtr<GrGLGetFramebufferAttachmentParameterivProc> fGetFramebufferAttachmentParameteriv;
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GLPtr<GrGLGetIntegervProc> fGetIntegerv;
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GLPtr<GrGLGetQueryObjecti64vProc> fGetQueryObjecti64v;
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GLPtr<GrGLGetQueryObjectivProc> fGetQueryObjectiv;
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GLPtr<GrGLGetQueryObjectui64vProc> fGetQueryObjectui64v;
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GLPtr<GrGLGetQueryObjectuivProc> fGetQueryObjectuiv;
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GLPtr<GrGLGetQueryivProc> fGetQueryiv;
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GLPtr<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
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GLPtr<GrGLGetProgramivProc> fGetProgramiv;
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GLPtr<GrGLGetRenderbufferParameterivProc> fGetRenderbufferParameteriv;
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GLPtr<GrGLGetShaderInfoLogProc> fGetShaderInfoLog;
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GLPtr<GrGLGetShaderivProc> fGetShaderiv;
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GLPtr<GrGLGetStringProc> fGetString;
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GLPtr<GrGLGetTexLevelParameterivProc> fGetTexLevelParameteriv;
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GLPtr<GrGLGetUniformLocationProc> fGetUniformLocation;
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GLPtr<GrGLLineWidthProc> fLineWidth;
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GLPtr<GrGLLinkProgramProc> fLinkProgram;
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GLPtr<GrGLMapBufferProc> fMapBuffer;
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GLPtr<GrGLPixelStoreiProc> fPixelStorei;
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GLPtr<GrGLQueryCounterProc> fQueryCounter;
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GLPtr<GrGLReadBufferProc> fReadBuffer;
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GLPtr<GrGLReadPixelsProc> fReadPixels;
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GLPtr<GrGLRenderbufferStorageProc> fRenderbufferStorage;
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GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
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GLPtr<GrGLRenderbufferStorageMultisampleCoverageProc> fRenderbufferStorageMultisampleCoverage;
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GLPtr<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
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GLPtr<GrGLScissorProc> fScissor;
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GLPtr<GrGLShaderSourceProc> fShaderSource;
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GLPtr<GrGLStencilFuncProc> fStencilFunc;
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GLPtr<GrGLStencilFuncSeparateProc> fStencilFuncSeparate;
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GLPtr<GrGLStencilMaskProc> fStencilMask;
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GLPtr<GrGLStencilMaskSeparateProc> fStencilMaskSeparate;
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GLPtr<GrGLStencilOpProc> fStencilOp;
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GLPtr<GrGLStencilOpSeparateProc> fStencilOpSeparate;
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GLPtr<GrGLTexImage2DProc> fTexImage2D;
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GLPtr<GrGLTexParameteriProc> fTexParameteri;
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GLPtr<GrGLTexSubImage2DProc> fTexSubImage2D;
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GLPtr<GrGLTexStorage2DProc> fTexStorage2D;
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GLPtr<GrGLUniform1fProc> fUniform1f;
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GLPtr<GrGLUniform1iProc> fUniform1i;
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GLPtr<GrGLUniform1fvProc> fUniform1fv;
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GLPtr<GrGLUniform1ivProc> fUniform1iv;
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GLPtr<GrGLUniform2fProc> fUniform2f;
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GLPtr<GrGLUniform2iProc> fUniform2i;
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GLPtr<GrGLUniform2fvProc> fUniform2fv;
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GLPtr<GrGLUniform2ivProc> fUniform2iv;
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GLPtr<GrGLUniform3fProc> fUniform3f;
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GLPtr<GrGLUniform3iProc> fUniform3i;
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GLPtr<GrGLUniform3fvProc> fUniform3fv;
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GLPtr<GrGLUniform3ivProc> fUniform3iv;
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GLPtr<GrGLUniform4fProc> fUniform4f;
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GLPtr<GrGLUniform4iProc> fUniform4i;
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GLPtr<GrGLUniform4fvProc> fUniform4fv;
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GLPtr<GrGLUniform4ivProc> fUniform4iv;
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GLPtr<GrGLUniformMatrix2fvProc> fUniformMatrix2fv;
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GLPtr<GrGLUniformMatrix3fvProc> fUniformMatrix3fv;
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GLPtr<GrGLUniformMatrix4fvProc> fUniformMatrix4fv;
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GLPtr<GrGLUnmapBufferProc> fUnmapBuffer;
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GLPtr<GrGLUseProgramProc> fUseProgram;
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GLPtr<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
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GLPtr<GrGLVertexAttribPointerProc> fVertexAttribPointer;
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GLPtr<GrGLViewportProc> fViewport;
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// Per-GL func callback
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#if GR_GL_PER_GL_FUNC_CALLBACK
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GrGLInterfaceCallbackProc fCallback;
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GrGLInterfaceCallbackData fCallbackData;
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#endif
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};
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#endif
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