768f900a88
This reverts commit 7e6d3b00ad
.
Reason for revert: Breaks chrome, need to stage new GL function requirment. Example failure:
https://logs.chromium.org/logs/chromium/buildbucket/cr-buildbucket.appspot.com/8900671758208001488/+/steps/vr_pixeltests_on_Android_device_Nexus_5__with_patch_/0/stdout
Original change's description:
> Use GL_QCOM_TILED_RENDERING to explicitly discard stencil
>
> Bug: skia:
> Change-Id: I7a6234f6a9955dbda83ab2d8fc6930fe680e102b
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/245529
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com
Change-Id: I3f059d4232ef664cf2eb2c5122e55c2c291e45b0
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/245876
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
337 lines
18 KiB
C++
337 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 "include/core/SkRefCnt.h"
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#include "include/gpu/gl/GrGLExtensions.h"
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#include "include/gpu/gl/GrGLFunctions.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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* 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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*/
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struct Functions {
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GrGLFunction<GrGLActiveTextureFn> fActiveTexture;
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GrGLFunction<GrGLAttachShaderFn> fAttachShader;
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GrGLFunction<GrGLBeginQueryFn> fBeginQuery;
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GrGLFunction<GrGLBindAttribLocationFn> fBindAttribLocation;
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GrGLFunction<GrGLBindBufferFn> fBindBuffer;
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GrGLFunction<GrGLBindFragDataLocationFn> fBindFragDataLocation;
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GrGLFunction<GrGLBindFragDataLocationIndexedFn> fBindFragDataLocationIndexed;
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GrGLFunction<GrGLBindFramebufferFn> fBindFramebuffer;
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GrGLFunction<GrGLBindRenderbufferFn> fBindRenderbuffer;
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GrGLFunction<GrGLBindSamplerFn> fBindSampler;
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GrGLFunction<GrGLBindTextureFn> fBindTexture;
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GrGLFunction<GrGLBindVertexArrayFn> fBindVertexArray;
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GrGLFunction<GrGLBlendBarrierFn> fBlendBarrier;
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GrGLFunction<GrGLBlendColorFn> fBlendColor;
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GrGLFunction<GrGLBlendEquationFn> fBlendEquation;
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GrGLFunction<GrGLBlendFuncFn> fBlendFunc;
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GrGLFunction<GrGLBlitFramebufferFn> fBlitFramebuffer;
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GrGLFunction<GrGLBufferDataFn> fBufferData;
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GrGLFunction<GrGLBufferSubDataFn> fBufferSubData;
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GrGLFunction<GrGLCheckFramebufferStatusFn> fCheckFramebufferStatus;
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GrGLFunction<GrGLClearFn> fClear;
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GrGLFunction<GrGLClearColorFn> fClearColor;
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GrGLFunction<GrGLClearStencilFn> fClearStencil;
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GrGLFunction<GrGLClearTexImageFn> fClearTexImage;
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GrGLFunction<GrGLClearTexSubImageFn> fClearTexSubImage;
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GrGLFunction<GrGLColorMaskFn> fColorMask;
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GrGLFunction<GrGLCompileShaderFn> fCompileShader;
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GrGLFunction<GrGLCompressedTexImage2DFn> fCompressedTexImage2D;
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GrGLFunction<GrGLCompressedTexSubImage2DFn> fCompressedTexSubImage2D;
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GrGLFunction<GrGLCopyTexSubImage2DFn> fCopyTexSubImage2D;
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GrGLFunction<GrGLCreateProgramFn> fCreateProgram;
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GrGLFunction<GrGLCreateShaderFn> fCreateShader;
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GrGLFunction<GrGLCullFaceFn> fCullFace;
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GrGLFunction<GrGLDeleteBuffersFn> fDeleteBuffers;
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GrGLFunction<GrGLDeleteFramebuffersFn> fDeleteFramebuffers;
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GrGLFunction<GrGLDeleteProgramFn> fDeleteProgram;
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GrGLFunction<GrGLDeleteQueriesFn> fDeleteQueries;
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GrGLFunction<GrGLDeleteRenderbuffersFn> fDeleteRenderbuffers;
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GrGLFunction<GrGLDeleteSamplersFn> fDeleteSamplers;
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GrGLFunction<GrGLDeleteShaderFn> fDeleteShader;
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GrGLFunction<GrGLDeleteTexturesFn> fDeleteTextures;
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GrGLFunction<GrGLDeleteVertexArraysFn> fDeleteVertexArrays;
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GrGLFunction<GrGLDepthMaskFn> fDepthMask;
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GrGLFunction<GrGLDisableFn> fDisable;
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GrGLFunction<GrGLDisableVertexAttribArrayFn> fDisableVertexAttribArray;
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GrGLFunction<GrGLDrawArraysFn> fDrawArrays;
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GrGLFunction<GrGLDrawArraysIndirectFn> fDrawArraysIndirect;
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GrGLFunction<GrGLDrawArraysInstancedFn> fDrawArraysInstanced;
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GrGLFunction<GrGLDrawBufferFn> fDrawBuffer;
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GrGLFunction<GrGLDrawBuffersFn> fDrawBuffers;
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GrGLFunction<GrGLDrawElementsFn> fDrawElements;
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GrGLFunction<GrGLDrawElementsIndirectFn> fDrawElementsIndirect;
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GrGLFunction<GrGLDrawElementsInstancedFn> fDrawElementsInstanced;
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GrGLFunction<GrGLDrawRangeElementsFn> fDrawRangeElements;
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GrGLFunction<GrGLEnableFn> fEnable;
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GrGLFunction<GrGLEnableVertexAttribArrayFn> fEnableVertexAttribArray;
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GrGLFunction<GrGLEndQueryFn> fEndQuery;
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GrGLFunction<GrGLFinishFn> fFinish;
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GrGLFunction<GrGLFlushFn> fFlush;
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GrGLFunction<GrGLFlushMappedBufferRangeFn> fFlushMappedBufferRange;
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GrGLFunction<GrGLFramebufferRenderbufferFn> fFramebufferRenderbuffer;
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GrGLFunction<GrGLFramebufferTexture2DFn> fFramebufferTexture2D;
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GrGLFunction<GrGLFramebufferTexture2DMultisampleFn> fFramebufferTexture2DMultisample;
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GrGLFunction<GrGLFrontFaceFn> fFrontFace;
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GrGLFunction<GrGLGenBuffersFn> fGenBuffers;
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GrGLFunction<GrGLGenFramebuffersFn> fGenFramebuffers;
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GrGLFunction<GrGLGenerateMipmapFn> fGenerateMipmap;
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GrGLFunction<GrGLGenQueriesFn> fGenQueries;
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GrGLFunction<GrGLGenRenderbuffersFn> fGenRenderbuffers;
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GrGLFunction<GrGLGenSamplersFn> fGenSamplers;
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GrGLFunction<GrGLGenTexturesFn> fGenTextures;
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GrGLFunction<GrGLGenVertexArraysFn> fGenVertexArrays;
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GrGLFunction<GrGLGetBufferParameterivFn> fGetBufferParameteriv;
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GrGLFunction<GrGLGetErrorFn> fGetError;
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GrGLFunction<GrGLGetFramebufferAttachmentParameterivFn> fGetFramebufferAttachmentParameteriv;
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GrGLFunction<GrGLGetIntegervFn> fGetIntegerv;
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GrGLFunction<GrGLGetMultisamplefvFn> fGetMultisamplefv;
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GrGLFunction<GrGLGetProgramBinaryFn> fGetProgramBinary;
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GrGLFunction<GrGLGetProgramInfoLogFn> fGetProgramInfoLog;
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GrGLFunction<GrGLGetProgramivFn> fGetProgramiv;
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GrGLFunction<GrGLGetQueryObjecti64vFn> fGetQueryObjecti64v;
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GrGLFunction<GrGLGetQueryObjectivFn> fGetQueryObjectiv;
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GrGLFunction<GrGLGetQueryObjectui64vFn> fGetQueryObjectui64v;
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GrGLFunction<GrGLGetQueryObjectuivFn> fGetQueryObjectuiv;
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GrGLFunction<GrGLGetQueryivFn> fGetQueryiv;
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GrGLFunction<GrGLGetRenderbufferParameterivFn> fGetRenderbufferParameteriv;
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GrGLFunction<GrGLGetShaderInfoLogFn> fGetShaderInfoLog;
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GrGLFunction<GrGLGetShaderivFn> fGetShaderiv;
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GrGLFunction<GrGLGetShaderPrecisionFormatFn> fGetShaderPrecisionFormat;
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GrGLFunction<GrGLGetStringFn> fGetString;
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GrGLFunction<GrGLGetStringiFn> fGetStringi;
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GrGLFunction<GrGLGetTexLevelParameterivFn> fGetTexLevelParameteriv;
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GrGLFunction<GrGLGetUniformLocationFn> fGetUniformLocation;
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GrGLFunction<GrGLInsertEventMarkerFn> fInsertEventMarker;
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GrGLFunction<GrGLInvalidateBufferDataFn> fInvalidateBufferData;
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GrGLFunction<GrGLInvalidateBufferSubDataFn> fInvalidateBufferSubData;
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GrGLFunction<GrGLInvalidateFramebufferFn> fInvalidateFramebuffer;
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GrGLFunction<GrGLInvalidateSubFramebufferFn> fInvalidateSubFramebuffer;
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GrGLFunction<GrGLInvalidateTexImageFn> fInvalidateTexImage;
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GrGLFunction<GrGLInvalidateTexSubImageFn> fInvalidateTexSubImage;
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GrGLFunction<GrGLIsTextureFn> fIsTexture;
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GrGLFunction<GrGLLineWidthFn> fLineWidth;
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GrGLFunction<GrGLLinkProgramFn> fLinkProgram;
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GrGLFunction<GrGLProgramBinaryFn> fProgramBinary;
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GrGLFunction<GrGLProgramParameteriFn> fProgramParameteri;
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GrGLFunction<GrGLMapBufferFn> fMapBuffer;
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GrGLFunction<GrGLMapBufferRangeFn> fMapBufferRange;
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GrGLFunction<GrGLMapBufferSubDataFn> fMapBufferSubData;
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GrGLFunction<GrGLMapTexSubImage2DFn> fMapTexSubImage2D;
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GrGLFunction<GrGLMultiDrawArraysIndirectFn> fMultiDrawArraysIndirect;
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GrGLFunction<GrGLMultiDrawElementsIndirectFn> fMultiDrawElementsIndirect;
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GrGLFunction<GrGLPixelStoreiFn> fPixelStorei;
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GrGLFunction<GrGLPolygonModeFn> fPolygonMode;
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GrGLFunction<GrGLPopGroupMarkerFn> fPopGroupMarker;
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GrGLFunction<GrGLPushGroupMarkerFn> fPushGroupMarker;
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GrGLFunction<GrGLQueryCounterFn> fQueryCounter;
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GrGLFunction<GrGLReadBufferFn> fReadBuffer;
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GrGLFunction<GrGLReadPixelsFn> fReadPixels;
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GrGLFunction<GrGLRenderbufferStorageFn> 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<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisampleES2EXT;
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// GL_APPLE_framebuffer_multisample
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GrGLFunction<GrGLRenderbufferStorageMultisampleFn> 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<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisample;
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// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
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GrGLFunction<GrGLBindUniformLocationFn> fBindUniformLocation;
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GrGLFunction<GrGLResolveMultisampleFramebufferFn> fResolveMultisampleFramebuffer;
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GrGLFunction<GrGLSamplerParameteriFn> fSamplerParameteri;
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GrGLFunction<GrGLSamplerParameterivFn> fSamplerParameteriv;
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GrGLFunction<GrGLScissorFn> fScissor;
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GrGLFunction<GrGLShaderSourceFn> fShaderSource;
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GrGLFunction<GrGLStencilFuncFn> fStencilFunc;
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GrGLFunction<GrGLStencilFuncSeparateFn> fStencilFuncSeparate;
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GrGLFunction<GrGLStencilMaskFn> fStencilMask;
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GrGLFunction<GrGLStencilMaskSeparateFn> fStencilMaskSeparate;
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GrGLFunction<GrGLStencilOpFn> fStencilOp;
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GrGLFunction<GrGLStencilOpSeparateFn> fStencilOpSeparate;
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GrGLFunction<GrGLTexBufferFn> fTexBuffer;
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GrGLFunction<GrGLTexBufferRangeFn> fTexBufferRange;
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GrGLFunction<GrGLTexImage2DFn> fTexImage2D;
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GrGLFunction<GrGLTexParameterfFn> fTexParameterf;
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GrGLFunction<GrGLTexParameterfvFn> fTexParameterfv;
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GrGLFunction<GrGLTexParameteriFn> fTexParameteri;
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GrGLFunction<GrGLTexParameterivFn> fTexParameteriv;
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GrGLFunction<GrGLTexSubImage2DFn> fTexSubImage2D;
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GrGLFunction<GrGLTexStorage2DFn> fTexStorage2D;
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GrGLFunction<GrGLTextureBarrierFn> fTextureBarrier;
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GrGLFunction<GrGLDiscardFramebufferFn> fDiscardFramebuffer;
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GrGLFunction<GrGLUniform1fFn> fUniform1f;
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GrGLFunction<GrGLUniform1iFn> fUniform1i;
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GrGLFunction<GrGLUniform1fvFn> fUniform1fv;
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GrGLFunction<GrGLUniform1ivFn> fUniform1iv;
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GrGLFunction<GrGLUniform2fFn> fUniform2f;
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GrGLFunction<GrGLUniform2iFn> fUniform2i;
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GrGLFunction<GrGLUniform2fvFn> fUniform2fv;
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GrGLFunction<GrGLUniform2ivFn> fUniform2iv;
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GrGLFunction<GrGLUniform3fFn> fUniform3f;
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GrGLFunction<GrGLUniform3iFn> fUniform3i;
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GrGLFunction<GrGLUniform3fvFn> fUniform3fv;
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GrGLFunction<GrGLUniform3ivFn> fUniform3iv;
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GrGLFunction<GrGLUniform4fFn> fUniform4f;
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GrGLFunction<GrGLUniform4iFn> fUniform4i;
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GrGLFunction<GrGLUniform4fvFn> fUniform4fv;
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GrGLFunction<GrGLUniform4ivFn> fUniform4iv;
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GrGLFunction<GrGLUniformMatrix2fvFn> fUniformMatrix2fv;
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GrGLFunction<GrGLUniformMatrix3fvFn> fUniformMatrix3fv;
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GrGLFunction<GrGLUniformMatrix4fvFn> fUniformMatrix4fv;
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GrGLFunction<GrGLUnmapBufferFn> fUnmapBuffer;
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GrGLFunction<GrGLUnmapBufferSubDataFn> fUnmapBufferSubData;
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GrGLFunction<GrGLUnmapTexSubImage2DFn> fUnmapTexSubImage2D;
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GrGLFunction<GrGLUseProgramFn> fUseProgram;
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GrGLFunction<GrGLVertexAttrib1fFn> fVertexAttrib1f;
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GrGLFunction<GrGLVertexAttrib2fvFn> fVertexAttrib2fv;
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GrGLFunction<GrGLVertexAttrib3fvFn> fVertexAttrib3fv;
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GrGLFunction<GrGLVertexAttrib4fvFn> fVertexAttrib4fv;
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GrGLFunction<GrGLVertexAttribDivisorFn> fVertexAttribDivisor;
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GrGLFunction<GrGLVertexAttribIPointerFn> fVertexAttribIPointer;
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GrGLFunction<GrGLVertexAttribPointerFn> fVertexAttribPointer;
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GrGLFunction<GrGLViewportFn> fViewport;
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/* GL_NV_path_rendering */
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GrGLFunction<GrGLMatrixLoadfFn> fMatrixLoadf;
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GrGLFunction<GrGLMatrixLoadIdentityFn> fMatrixLoadIdentity;
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GrGLFunction<GrGLGetProgramResourceLocationFn> fGetProgramResourceLocation;
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GrGLFunction<GrGLPathCommandsFn> fPathCommands;
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GrGLFunction<GrGLPathParameteriFn> fPathParameteri;
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GrGLFunction<GrGLPathParameterfFn> fPathParameterf;
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GrGLFunction<GrGLGenPathsFn> fGenPaths;
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GrGLFunction<GrGLDeletePathsFn> fDeletePaths;
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GrGLFunction<GrGLIsPathFn> fIsPath;
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GrGLFunction<GrGLPathStencilFuncFn> fPathStencilFunc;
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GrGLFunction<GrGLStencilFillPathFn> fStencilFillPath;
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GrGLFunction<GrGLStencilStrokePathFn> fStencilStrokePath;
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GrGLFunction<GrGLStencilFillPathInstancedFn> fStencilFillPathInstanced;
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GrGLFunction<GrGLStencilStrokePathInstancedFn> fStencilStrokePathInstanced;
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GrGLFunction<GrGLCoverFillPathFn> fCoverFillPath;
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GrGLFunction<GrGLCoverStrokePathFn> fCoverStrokePath;
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GrGLFunction<GrGLCoverFillPathInstancedFn> fCoverFillPathInstanced;
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GrGLFunction<GrGLCoverStrokePathInstancedFn> fCoverStrokePathInstanced;
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// NV_path_rendering v1.2
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GrGLFunction<GrGLStencilThenCoverFillPathFn> fStencilThenCoverFillPath;
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GrGLFunction<GrGLStencilThenCoverStrokePathFn> fStencilThenCoverStrokePath;
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GrGLFunction<GrGLStencilThenCoverFillPathInstancedFn> fStencilThenCoverFillPathInstanced;
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GrGLFunction<GrGLStencilThenCoverStrokePathInstancedFn> fStencilThenCoverStrokePathInstanced;
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// NV_path_rendering v1.3
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GrGLFunction<GrGLProgramPathFragmentInputGenFn> fProgramPathFragmentInputGen;
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// CHROMIUM_path_rendering
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GrGLFunction<GrGLBindFragmentInputLocationFn> fBindFragmentInputLocation;
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/* NV_framebuffer_mixed_samples */
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GrGLFunction<GrGLCoverageModulationFn> fCoverageModulation;
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/* ARB_sync */
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GrGLFunction<GrGLFenceSyncFn> fFenceSync;
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GrGLFunction<GrGLIsSyncFn> fIsSync;
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GrGLFunction<GrGLClientWaitSyncFn> fClientWaitSync;
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GrGLFunction<GrGLWaitSyncFn> fWaitSync;
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GrGLFunction<GrGLDeleteSyncFn> fDeleteSync;
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/* ARB_internalforamt_query */
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GrGLFunction<GrGLGetInternalformativFn> fGetInternalformativ;
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/* KHR_debug */
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GrGLFunction<GrGLDebugMessageControlFn> fDebugMessageControl;
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GrGLFunction<GrGLDebugMessageInsertFn> fDebugMessageInsert;
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GrGLFunction<GrGLDebugMessageCallbackFn> fDebugMessageCallback;
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GrGLFunction<GrGLGetDebugMessageLogFn> fGetDebugMessageLog;
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GrGLFunction<GrGLPushDebugGroupFn> fPushDebugGroup;
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GrGLFunction<GrGLPopDebugGroupFn> fPopDebugGroup;
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GrGLFunction<GrGLObjectLabelFn> fObjectLabel;
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/* EXT_window_rectangles */
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GrGLFunction<GrGLWindowRectanglesFn> fWindowRectangles;
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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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