752e08b1ae
Bug: skia:8092 TBR=bsalomon@google.com Change-Id: If9cf4ed9f8ded4b7fbb58a244ec0b179b8430ca2 Reviewed-on: https://skia-review.googlesource.com/137121 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
346 lines
18 KiB
C++
346 lines
18 KiB
C++
/*
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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 "GrGLExtensions.h"
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#include "SkRefCnt.h"
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////////////////////////////////////////////////////////////////////////////////
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typedef void(*GrGLFuncPtr)();
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struct GrGLInterface;
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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::MakeGL. If no interface is
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* passed to MakeGL then a default GL interface is created using GrGLMakeNativeInterface().
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* If this returns nullptr then GrContext::MakeGL() will fail.
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*
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* The implementation of GrGLMakeNativeInterface is platform-specific. Several
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* implementations have been provided (for GLX, WGL, EGL, etc), along with an
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* implementation that simply returns nullptr. Clients should select the most
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* appropriate one to build.
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*/
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SK_API sk_sp<const GrGLInterface> GrGLMakeNativeInterface();
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// Deprecated alternative to GrGLMakeNativeInterface().
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SK_API const GrGLInterface* GrGLCreateNativeInterface();
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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. TODO: We would like to move this to tools/gpu/gl/null but currently
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* Chromium is using it in its unit tests.
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*/
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const SK_API GrGLInterface* GrGLCreateNullInterface(bool enableNVPR = false);
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/**
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* GrContext uses the following interface to make all calls into OpenGL. When a
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* GrContext is created it is given a GrGLInterface. The interface's function
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* pointers must be valid for the OpenGL context associated with the GrContext.
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* On some platforms, such as Windows, function pointers for OpenGL extensions
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* may vary between OpenGL contexts. So the caller must be careful to use a
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* GrGLInterface initialized for the correct context. All functions that should
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* be available based on the OpenGL's version and extension string must be
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* non-NULL or GrContext creation will fail. This can be tested with the
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* validate() method when the OpenGL context has been made current.
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*/
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struct SK_API GrGLInterface : public SkRefCnt {
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private:
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typedef SkRefCnt INHERITED;
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public:
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GrGLInterface();
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// Validates that the GrGLInterface supports its advertised standard. This means the necessary
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// function pointers have been initialized for both the GL version and any advertised
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// extensions.
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bool validate() const;
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// Indicates the type of GL implementation
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union {
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GrGLStandard fStandard;
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GrGLStandard fBindingsExported; // Legacy name, will be remove when Chromium is updated.
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};
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GrGLExtensions fExtensions;
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bool hasExtension(const char ext[]) const { return fExtensions.has(ext); }
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/**
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* The function pointers are in a struct so that we can have a compiler generated assignment
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* operator.
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* If one were to add a new function to this struct, one should also clear it in abandon.
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*/
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struct Functions {
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GrGLFunction<GrGLActiveTextureProc> fActiveTexture;
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GrGLFunction<GrGLAttachShaderProc> fAttachShader;
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GrGLFunction<GrGLBeginQueryProc> fBeginQuery;
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GrGLFunction<GrGLBindAttribLocationProc> fBindAttribLocation;
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GrGLFunction<GrGLBindBufferProc> fBindBuffer;
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GrGLFunction<GrGLBindFragDataLocationProc> fBindFragDataLocation;
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GrGLFunction<GrGLBindFragDataLocationIndexedProc> fBindFragDataLocationIndexed;
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GrGLFunction<GrGLBindFramebufferProc> fBindFramebuffer;
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GrGLFunction<GrGLBindRenderbufferProc> fBindRenderbuffer;
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GrGLFunction<GrGLBindTextureProc> fBindTexture;
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GrGLFunction<GrGLBindVertexArrayProc> fBindVertexArray;
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GrGLFunction<GrGLBlendBarrierProc> fBlendBarrier;
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GrGLFunction<GrGLBlendColorProc> fBlendColor;
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GrGLFunction<GrGLBlendEquationProc> fBlendEquation;
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GrGLFunction<GrGLBlendFuncProc> fBlendFunc;
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GrGLFunction<GrGLBlitFramebufferProc> fBlitFramebuffer;
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GrGLFunction<GrGLBufferDataProc> fBufferData;
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GrGLFunction<GrGLBufferSubDataProc> fBufferSubData;
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GrGLFunction<GrGLCheckFramebufferStatusProc> fCheckFramebufferStatus;
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GrGLFunction<GrGLClearProc> fClear;
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GrGLFunction<GrGLClearColorProc> fClearColor;
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GrGLFunction<GrGLClearStencilProc> fClearStencil;
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GrGLFunction<GrGLClearTexImageProc> fClearTexImage;
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GrGLFunction<GrGLClearTexSubImageProc> fClearTexSubImage;
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GrGLFunction<GrGLColorMaskProc> fColorMask;
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GrGLFunction<GrGLCompileShaderProc> fCompileShader;
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GrGLFunction<GrGLCompressedTexImage2DProc> fCompressedTexImage2D;
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GrGLFunction<GrGLCompressedTexSubImage2DProc> fCompressedTexSubImage2D;
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GrGLFunction<GrGLCopyTexSubImage2DProc> fCopyTexSubImage2D;
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GrGLFunction<GrGLCreateProgramProc> fCreateProgram;
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GrGLFunction<GrGLCreateShaderProc> fCreateShader;
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GrGLFunction<GrGLCullFaceProc> fCullFace;
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GrGLFunction<GrGLDeleteBuffersProc> fDeleteBuffers;
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GrGLFunction<GrGLDeleteFramebuffersProc> fDeleteFramebuffers;
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GrGLFunction<GrGLDeleteProgramProc> fDeleteProgram;
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GrGLFunction<GrGLDeleteQueriesProc> fDeleteQueries;
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GrGLFunction<GrGLDeleteRenderbuffersProc> fDeleteRenderbuffers;
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GrGLFunction<GrGLDeleteShaderProc> fDeleteShader;
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GrGLFunction<GrGLDeleteTexturesProc> fDeleteTextures;
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GrGLFunction<GrGLDeleteVertexArraysProc> fDeleteVertexArrays;
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GrGLFunction<GrGLDepthMaskProc> fDepthMask;
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GrGLFunction<GrGLDisableProc> fDisable;
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GrGLFunction<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
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GrGLFunction<GrGLDrawArraysProc> fDrawArrays;
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GrGLFunction<GrGLDrawArraysIndirectProc> fDrawArraysIndirect;
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GrGLFunction<GrGLDrawArraysInstancedProc> fDrawArraysInstanced;
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GrGLFunction<GrGLDrawBufferProc> fDrawBuffer;
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GrGLFunction<GrGLDrawBuffersProc> fDrawBuffers;
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GrGLFunction<GrGLDrawElementsProc> fDrawElements;
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GrGLFunction<GrGLDrawElementsIndirectProc> fDrawElementsIndirect;
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GrGLFunction<GrGLDrawElementsInstancedProc> fDrawElementsInstanced;
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GrGLFunction<GrGLDrawRangeElementsProc> fDrawRangeElements;
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GrGLFunction<GrGLEnableProc> fEnable;
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GrGLFunction<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
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GrGLFunction<GrGLEndQueryProc> fEndQuery;
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GrGLFunction<GrGLFinishProc> fFinish;
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GrGLFunction<GrGLFlushProc> fFlush;
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GrGLFunction<GrGLFlushMappedBufferRangeProc> fFlushMappedBufferRange;
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GrGLFunction<GrGLFramebufferRenderbufferProc> fFramebufferRenderbuffer;
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GrGLFunction<GrGLFramebufferTexture2DProc> fFramebufferTexture2D;
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GrGLFunction<GrGLFramebufferTexture2DMultisampleProc> fFramebufferTexture2DMultisample;
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GrGLFunction<GrGLFrontFaceProc> fFrontFace;
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GrGLFunction<GrGLGenBuffersProc> fGenBuffers;
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GrGLFunction<GrGLGenFramebuffersProc> fGenFramebuffers;
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GrGLFunction<GrGLGenerateMipmapProc> fGenerateMipmap;
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GrGLFunction<GrGLGenQueriesProc> fGenQueries;
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GrGLFunction<GrGLGenRenderbuffersProc> fGenRenderbuffers;
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GrGLFunction<GrGLGenTexturesProc> fGenTextures;
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GrGLFunction<GrGLGenVertexArraysProc> fGenVertexArrays;
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GrGLFunction<GrGLGetBufferParameterivProc> fGetBufferParameteriv;
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GrGLFunction<GrGLGetErrorProc> fGetError;
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GrGLFunction<GrGLGetFramebufferAttachmentParameterivProc> fGetFramebufferAttachmentParameteriv;
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GrGLFunction<GrGLGetIntegervProc> fGetIntegerv;
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GrGLFunction<GrGLGetMultisamplefvProc> fGetMultisamplefv;
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GrGLFunction<GrGLGetProgramBinaryProc> fGetProgramBinary;
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GrGLFunction<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
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GrGLFunction<GrGLGetProgramivProc> fGetProgramiv;
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GrGLFunction<GrGLGetQueryObjecti64vProc> fGetQueryObjecti64v;
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GrGLFunction<GrGLGetQueryObjectivProc> fGetQueryObjectiv;
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GrGLFunction<GrGLGetQueryObjectui64vProc> fGetQueryObjectui64v;
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GrGLFunction<GrGLGetQueryObjectuivProc> fGetQueryObjectuiv;
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GrGLFunction<GrGLGetQueryivProc> fGetQueryiv;
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GrGLFunction<GrGLGetRenderbufferParameterivProc> fGetRenderbufferParameteriv;
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GrGLFunction<GrGLGetShaderInfoLogProc> fGetShaderInfoLog;
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GrGLFunction<GrGLGetShaderivProc> fGetShaderiv;
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GrGLFunction<GrGLGetShaderPrecisionFormatProc> fGetShaderPrecisionFormat;
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GrGLFunction<GrGLGetStringProc> fGetString;
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GrGLFunction<GrGLGetStringiProc> fGetStringi;
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GrGLFunction<GrGLGetTexLevelParameterivProc> fGetTexLevelParameteriv;
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GrGLFunction<GrGLGetUniformLocationProc> fGetUniformLocation;
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GrGLFunction<GrGLInsertEventMarkerProc> fInsertEventMarker;
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GrGLFunction<GrGLInvalidateBufferDataProc> fInvalidateBufferData;
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GrGLFunction<GrGLInvalidateBufferSubDataProc> fInvalidateBufferSubData;
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GrGLFunction<GrGLInvalidateFramebufferProc> fInvalidateFramebuffer;
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GrGLFunction<GrGLInvalidateSubFramebufferProc> fInvalidateSubFramebuffer;
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GrGLFunction<GrGLInvalidateTexImageProc> fInvalidateTexImage;
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GrGLFunction<GrGLInvalidateTexSubImageProc> fInvalidateTexSubImage;
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GrGLFunction<GrGLIsTextureProc> fIsTexture;
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GrGLFunction<GrGLLineWidthProc> fLineWidth;
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GrGLFunction<GrGLLinkProgramProc> fLinkProgram;
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GrGLFunction<GrGLProgramBinaryProc> fProgramBinary;
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GrGLFunction<GrGLProgramParameteriProc> fProgramParameteri;
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GrGLFunction<GrGLMapBufferProc> fMapBuffer;
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GrGLFunction<GrGLMapBufferRangeProc> fMapBufferRange;
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GrGLFunction<GrGLMapBufferSubDataProc> fMapBufferSubData;
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GrGLFunction<GrGLMapTexSubImage2DProc> fMapTexSubImage2D;
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GrGLFunction<GrGLMultiDrawArraysIndirectProc> fMultiDrawArraysIndirect;
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GrGLFunction<GrGLMultiDrawElementsIndirectProc> fMultiDrawElementsIndirect;
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GrGLFunction<GrGLPixelStoreiProc> fPixelStorei;
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GrGLFunction<GrGLPolygonModeProc> fPolygonMode;
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GrGLFunction<GrGLPopGroupMarkerProc> fPopGroupMarker;
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GrGLFunction<GrGLPushGroupMarkerProc> fPushGroupMarker;
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GrGLFunction<GrGLQueryCounterProc> fQueryCounter;
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GrGLFunction<GrGLRasterSamplesProc> fRasterSamples;
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GrGLFunction<GrGLReadBufferProc> fReadBuffer;
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GrGLFunction<GrGLReadPixelsProc> fReadPixels;
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GrGLFunction<GrGLRenderbufferStorageProc> fRenderbufferStorage;
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// On OpenGL ES there are multiple incompatible extensions that add support for MSAA
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// and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
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// older extensions for performance reasons or due to ES3 driver bugs. We want the function
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// that creates the GrGLInterface to provide all available functions and internally
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// we will select among them. They all have a method called glRenderbufferStorageMultisample*.
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// So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
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// GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
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// variations.
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//
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// If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
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// assume the function pointers for the standard (or equivalent GL_ARB) version have
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// been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
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// functionality.
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// GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
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GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2EXT;
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// GL_APPLE_framebuffer_multisample
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GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2APPLE;
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// This is used to store the pointer for GL_ARB/EXT/ANGLE/CHROMIUM_framebuffer_multisample or
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// the standard function in ES3+ or GL 3.0+.
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GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
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// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
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GrGLFunction<GrGLBindUniformLocationProc> fBindUniformLocation;
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GrGLFunction<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
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GrGLFunction<GrGLScissorProc> fScissor;
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GrGLFunction<GrGLShaderSourceProc> fShaderSource;
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GrGLFunction<GrGLStencilFuncProc> fStencilFunc;
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GrGLFunction<GrGLStencilFuncSeparateProc> fStencilFuncSeparate;
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GrGLFunction<GrGLStencilMaskProc> fStencilMask;
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GrGLFunction<GrGLStencilMaskSeparateProc> fStencilMaskSeparate;
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GrGLFunction<GrGLStencilOpProc> fStencilOp;
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GrGLFunction<GrGLStencilOpSeparateProc> fStencilOpSeparate;
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GrGLFunction<GrGLTexBufferProc> fTexBuffer;
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GrGLFunction<GrGLTexBufferRangeProc> fTexBufferRange;
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GrGLFunction<GrGLTexImage2DProc> fTexImage2D;
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GrGLFunction<GrGLTexParameteriProc> fTexParameteri;
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GrGLFunction<GrGLTexParameterivProc> fTexParameteriv;
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GrGLFunction<GrGLTexSubImage2DProc> fTexSubImage2D;
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GrGLFunction<GrGLTexStorage2DProc> fTexStorage2D;
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GrGLFunction<GrGLTextureBarrierProc> fTextureBarrier;
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GrGLFunction<GrGLDiscardFramebufferProc> fDiscardFramebuffer;
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GrGLFunction<GrGLUniform1fProc> fUniform1f;
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GrGLFunction<GrGLUniform1iProc> fUniform1i;
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GrGLFunction<GrGLUniform1fvProc> fUniform1fv;
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GrGLFunction<GrGLUniform1ivProc> fUniform1iv;
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GrGLFunction<GrGLUniform2fProc> fUniform2f;
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GrGLFunction<GrGLUniform2iProc> fUniform2i;
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GrGLFunction<GrGLUniform2fvProc> fUniform2fv;
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GrGLFunction<GrGLUniform2ivProc> fUniform2iv;
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GrGLFunction<GrGLUniform3fProc> fUniform3f;
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GrGLFunction<GrGLUniform3iProc> fUniform3i;
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GrGLFunction<GrGLUniform3fvProc> fUniform3fv;
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GrGLFunction<GrGLUniform3ivProc> fUniform3iv;
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GrGLFunction<GrGLUniform4fProc> fUniform4f;
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GrGLFunction<GrGLUniform4iProc> fUniform4i;
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GrGLFunction<GrGLUniform4fvProc> fUniform4fv;
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GrGLFunction<GrGLUniform4ivProc> fUniform4iv;
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GrGLFunction<GrGLUniformMatrix2fvProc> fUniformMatrix2fv;
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GrGLFunction<GrGLUniformMatrix3fvProc> fUniformMatrix3fv;
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GrGLFunction<GrGLUniformMatrix4fvProc> fUniformMatrix4fv;
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GrGLFunction<GrGLUnmapBufferProc> fUnmapBuffer;
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GrGLFunction<GrGLUnmapBufferSubDataProc> fUnmapBufferSubData;
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GrGLFunction<GrGLUnmapTexSubImage2DProc> fUnmapTexSubImage2D;
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GrGLFunction<GrGLUseProgramProc> fUseProgram;
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GrGLFunction<GrGLVertexAttrib1fProc> fVertexAttrib1f;
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GrGLFunction<GrGLVertexAttrib2fvProc> fVertexAttrib2fv;
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GrGLFunction<GrGLVertexAttrib3fvProc> fVertexAttrib3fv;
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GrGLFunction<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
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GrGLFunction<GrGLVertexAttribDivisorProc> fVertexAttribDivisor;
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GrGLFunction<GrGLVertexAttribIPointerProc> fVertexAttribIPointer;
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GrGLFunction<GrGLVertexAttribPointerProc> fVertexAttribPointer;
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GrGLFunction<GrGLViewportProc> fViewport;
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/* GL_NV_path_rendering */
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GrGLFunction<GrGLMatrixLoadfProc> fMatrixLoadf;
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GrGLFunction<GrGLMatrixLoadIdentityProc> fMatrixLoadIdentity;
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GrGLFunction<GrGLGetProgramResourceLocationProc> fGetProgramResourceLocation;
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GrGLFunction<GrGLPathCommandsProc> fPathCommands;
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GrGLFunction<GrGLPathParameteriProc> fPathParameteri;
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GrGLFunction<GrGLPathParameterfProc> fPathParameterf;
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GrGLFunction<GrGLGenPathsProc> fGenPaths;
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GrGLFunction<GrGLDeletePathsProc> fDeletePaths;
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GrGLFunction<GrGLIsPathProc> fIsPath;
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GrGLFunction<GrGLPathStencilFuncProc> fPathStencilFunc;
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GrGLFunction<GrGLStencilFillPathProc> fStencilFillPath;
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GrGLFunction<GrGLStencilStrokePathProc> fStencilStrokePath;
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GrGLFunction<GrGLStencilFillPathInstancedProc> fStencilFillPathInstanced;
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GrGLFunction<GrGLStencilStrokePathInstancedProc> fStencilStrokePathInstanced;
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GrGLFunction<GrGLCoverFillPathProc> fCoverFillPath;
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GrGLFunction<GrGLCoverStrokePathProc> fCoverStrokePath;
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GrGLFunction<GrGLCoverFillPathInstancedProc> fCoverFillPathInstanced;
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GrGLFunction<GrGLCoverStrokePathInstancedProc> fCoverStrokePathInstanced;
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// NV_path_rendering v1.2
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GrGLFunction<GrGLStencilThenCoverFillPathProc> fStencilThenCoverFillPath;
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GrGLFunction<GrGLStencilThenCoverStrokePathProc> fStencilThenCoverStrokePath;
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GrGLFunction<GrGLStencilThenCoverFillPathInstancedProc> fStencilThenCoverFillPathInstanced;
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GrGLFunction<GrGLStencilThenCoverStrokePathInstancedProc> fStencilThenCoverStrokePathInstanced;
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// NV_path_rendering v1.3
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GrGLFunction<GrGLProgramPathFragmentInputGenProc> fProgramPathFragmentInputGen;
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// CHROMIUM_path_rendering
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GrGLFunction<GrGLBindFragmentInputLocationProc> fBindFragmentInputLocation;
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/* NV_framebuffer_mixed_samples */
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GrGLFunction<GrGLCoverageModulationProc> fCoverageModulation;
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/* ARB_sample_shading */
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GrGLFunction<GrGLMinSampleShadingProc> fMinSampleShading;
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/* ARB_sync */
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GrGLFunction<GrGLFenceSyncProc> fFenceSync;
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GrGLFunction<GrGLIsSyncProc> fIsSync;
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GrGLFunction<GrGLClientWaitSyncProc> fClientWaitSync;
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GrGLFunction<GrGLWaitSyncProc> fWaitSync;
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GrGLFunction<GrGLDeleteSyncProc> fDeleteSync;
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/* ARB_internalforamt_query */
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GrGLFunction<GrGLGetInternalformativProc> fGetInternalformativ;
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/* KHR_debug */
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GrGLFunction<GrGLDebugMessageControlProc> fDebugMessageControl;
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GrGLFunction<GrGLDebugMessageInsertProc> fDebugMessageInsert;
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GrGLFunction<GrGLDebugMessageCallbackProc> fDebugMessageCallback;
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GrGLFunction<GrGLGetDebugMessageLogProc> fGetDebugMessageLog;
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GrGLFunction<GrGLPushDebugGroupProc> fPushDebugGroup;
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GrGLFunction<GrGLPopDebugGroupProc> fPopDebugGroup;
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GrGLFunction<GrGLObjectLabelProc> fObjectLabel;
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/* EXT_window_rectangles */
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GrGLFunction<GrGLWindowRectanglesProc> fWindowRectangles;
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/* EGL functions */
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GrGLFunction<GrEGLCreateImageProc> fEGLCreateImage;
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GrGLFunction<GrEGLDestroyImageProc> fEGLDestroyImage;
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} fFunctions;
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#if GR_TEST_UTILS
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// This exists for internal testing.
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virtual void abandon() const;
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#endif
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};
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#endif
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