skia2/include/gpu/gl/GrGLInterface.h
2016-03-30 18:56:20 -07:00

474 lines
27 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLInterface_DEFINED
#define GrGLInterface_DEFINED
#include "GrGLFunctions.h"
#include "GrGLExtensions.h"
#include "SkRefCnt.h"
////////////////////////////////////////////////////////////////////////////////
/**
* Rather than depend on platform-specific GL headers and libraries, we require
* the client to provide a struct of GL function pointers. This struct can be
* specified per-GrContext as a parameter to GrContext::Create. If NULL is
* passed to Create then a "default" GL interface is created. If the default is
* also NULL GrContext creation will fail.
*
* The default interface is returned by GrGLDefaultInterface. This function's
* implementation is platform-specific. Several have been provided, along with
* an implementation that simply returns NULL.
*
* By defining GR_GL_PER_GL_CALL_IFACE_CALLBACK to 1 the client can specify a
* callback function that will be called prior to each GL function call. See
* comments in GrGLConfig.h
*/
typedef void(*GrGLFuncPtr)();
struct GrGLInterface;
const GrGLInterface* GrGLDefaultInterface();
/**
* Creates a GrGLInterface for a "native" GL context (e.g. WGL on windows,
* GLX on linux, AGL on Mac). The interface is only valid for the GL context
* that is current when the interface is created.
*/
SK_API const GrGLInterface* GrGLCreateNativeInterface();
#if GR_GL_PER_GL_FUNC_CALLBACK
typedef void (*GrGLInterfaceCallbackProc)(const GrGLInterface*);
typedef intptr_t GrGLInterfaceCallbackData;
#endif
/**
* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
* CPU overhead. TODO: We would like to move this to tools/gpu/gl/null but currently
* Chromium is using it in its unit tests.
*/
const SK_API GrGLInterface* GrGLCreateNullInterface();
/** Function that returns a new interface identical to "interface" but without support for
GL_NV_path_rendering. */
const GrGLInterface* GrGLInterfaceRemoveNVPR(const GrGLInterface*);
/** Function that returns a new interface identical to "interface" but with support for
test version of GL_EXT_debug_marker. */
const GrGLInterface* GrGLInterfaceAddTestDebugMarker(const GrGLInterface*,
GrGLInsertEventMarkerProc insertEventMarkerFn,
GrGLPushGroupMarkerProc pushGroupMarkerFn,
GrGLPopGroupMarkerProc popGroupMarkerFn);
/**
* GrContext uses the following interface to make all calls into OpenGL. When a
* GrContext is created it is given a GrGLInterface. The interface's function
* pointers must be valid for the OpenGL context associated with the GrContext.
* On some platforms, such as Windows, function pointers for OpenGL extensions
* may vary between OpenGL contexts. So the caller must be careful to use a
* GrGLInterface initialized for the correct context. All functions that should
* be available based on the OpenGL's version and extension string must be
* non-NULL or GrContext creation will fail. This can be tested with the
* validate() method when the OpenGL context has been made current.
*/
struct SK_API GrGLInterface : public SkRefCnt {
private:
typedef SkRefCnt INHERITED;
public:
GrGLInterface();
static GrGLInterface* NewClone(const GrGLInterface*);
// Validates that the GrGLInterface supports its advertised standard. This means the necessary
// function pointers have been initialized for both the GL version and any advertised
// extensions.
bool validate() const;
// Indicates the type of GL implementation
union {
GrGLStandard fStandard;
GrGLStandard fBindingsExported; // Legacy name, will be remove when Chromium is updated.
};
GrGLExtensions fExtensions;
bool hasExtension(const char ext[]) const { return fExtensions.has(ext); }
/**
* The function pointers are in a struct so that we can have a compiler generated assignment
* operator.
*/
struct Functions {
GrGLFunction<GrGLActiveTextureProc> fActiveTexture;
GrGLFunction<GrGLAttachShaderProc> fAttachShader;
GrGLFunction<GrGLBeginQueryProc> fBeginQuery;
GrGLFunction<GrGLBindAttribLocationProc> fBindAttribLocation;
GrGLFunction<GrGLBindBufferProc> fBindBuffer;
GrGLFunction<GrGLBindFragDataLocationProc> fBindFragDataLocation;
GrGLFunction<GrGLBindFragDataLocationIndexedProc> fBindFragDataLocationIndexed;
GrGLFunction<GrGLBindFramebufferProc> fBindFramebuffer;
GrGLFunction<GrGLBindRenderbufferProc> fBindRenderbuffer;
GrGLFunction<GrGLBindTextureProc> fBindTexture;
GrGLFunction<GrGLBindVertexArrayProc> fBindVertexArray;
GrGLFunction<GrGLBlendBarrierProc> fBlendBarrier;
GrGLFunction<GrGLBlendColorProc> fBlendColor;
GrGLFunction<GrGLBlendEquationProc> fBlendEquation;
GrGLFunction<GrGLBlendFuncProc> fBlendFunc;
GrGLFunction<GrGLBlitFramebufferProc> fBlitFramebuffer;
GrGLFunction<GrGLBufferDataProc> fBufferData;
GrGLFunction<GrGLBufferSubDataProc> fBufferSubData;
GrGLFunction<GrGLCheckFramebufferStatusProc> fCheckFramebufferStatus;
GrGLFunction<GrGLClearProc> fClear;
GrGLFunction<GrGLClearColorProc> fClearColor;
GrGLFunction<GrGLClearStencilProc> fClearStencil;
GrGLFunction<GrGLColorMaskProc> fColorMask;
GrGLFunction<GrGLCompileShaderProc> fCompileShader;
GrGLFunction<GrGLCompressedTexImage2DProc> fCompressedTexImage2D;
GrGLFunction<GrGLCompressedTexSubImage2DProc> fCompressedTexSubImage2D;
GrGLFunction<GrGLCopyTexSubImage2DProc> fCopyTexSubImage2D;
GrGLFunction<GrGLCreateProgramProc> fCreateProgram;
GrGLFunction<GrGLCreateShaderProc> fCreateShader;
GrGLFunction<GrGLCullFaceProc> fCullFace;
GrGLFunction<GrGLDeleteBuffersProc> fDeleteBuffers;
GrGLFunction<GrGLDeleteFramebuffersProc> fDeleteFramebuffers;
GrGLFunction<GrGLDeleteProgramProc> fDeleteProgram;
GrGLFunction<GrGLDeleteQueriesProc> fDeleteQueries;
GrGLFunction<GrGLDeleteRenderbuffersProc> fDeleteRenderbuffers;
GrGLFunction<GrGLDeleteShaderProc> fDeleteShader;
GrGLFunction<GrGLDeleteTexturesProc> fDeleteTextures;
GrGLFunction<GrGLDeleteVertexArraysProc> fDeleteVertexArrays;
GrGLFunction<GrGLDepthMaskProc> fDepthMask;
GrGLFunction<GrGLDisableProc> fDisable;
GrGLFunction<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
GrGLFunction<GrGLDrawArraysProc> fDrawArrays;
GrGLFunction<GrGLDrawArraysIndirectProc> fDrawArraysIndirect;
GrGLFunction<GrGLDrawArraysInstancedProc> fDrawArraysInstanced;
GrGLFunction<GrGLDrawBufferProc> fDrawBuffer;
GrGLFunction<GrGLDrawBuffersProc> fDrawBuffers;
GrGLFunction<GrGLDrawElementsProc> fDrawElements;
GrGLFunction<GrGLDrawElementsIndirectProc> fDrawElementsIndirect;
GrGLFunction<GrGLDrawElementsInstancedProc> fDrawElementsInstanced;
GrGLFunction<GrGLEnableProc> fEnable;
GrGLFunction<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
GrGLFunction<GrGLEndQueryProc> fEndQuery;
GrGLFunction<GrGLFinishProc> fFinish;
GrGLFunction<GrGLFlushProc> fFlush;
GrGLFunction<GrGLFlushMappedBufferRangeProc> fFlushMappedBufferRange;
GrGLFunction<GrGLFramebufferRenderbufferProc> fFramebufferRenderbuffer;
GrGLFunction<GrGLFramebufferTexture2DProc> fFramebufferTexture2D;
GrGLFunction<GrGLFramebufferTexture2DMultisampleProc> fFramebufferTexture2DMultisample;
GrGLFunction<GrGLFrontFaceProc> fFrontFace;
GrGLFunction<GrGLGenBuffersProc> fGenBuffers;
GrGLFunction<GrGLGenFramebuffersProc> fGenFramebuffers;
GrGLFunction<GrGLGenerateMipmapProc> fGenerateMipmap;
GrGLFunction<GrGLGenQueriesProc> fGenQueries;
GrGLFunction<GrGLGenRenderbuffersProc> fGenRenderbuffers;
GrGLFunction<GrGLGenTexturesProc> fGenTextures;
GrGLFunction<GrGLGenVertexArraysProc> fGenVertexArrays;
GrGLFunction<GrGLGetBufferParameterivProc> fGetBufferParameteriv;
GrGLFunction<GrGLGetErrorProc> fGetError;
GrGLFunction<GrGLGetFramebufferAttachmentParameterivProc> fGetFramebufferAttachmentParameteriv;
GrGLFunction<GrGLGetIntegervProc> fGetIntegerv;
GrGLFunction<GrGLGetMultisamplefvProc> fGetMultisamplefv;
GrGLFunction<GrGLGetQueryObjecti64vProc> fGetQueryObjecti64v;
GrGLFunction<GrGLGetQueryObjectivProc> fGetQueryObjectiv;
GrGLFunction<GrGLGetQueryObjectui64vProc> fGetQueryObjectui64v;
GrGLFunction<GrGLGetQueryObjectuivProc> fGetQueryObjectuiv;
GrGLFunction<GrGLGetQueryivProc> fGetQueryiv;
GrGLFunction<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
GrGLFunction<GrGLGetProgramivProc> fGetProgramiv;
GrGLFunction<GrGLGetRenderbufferParameterivProc> fGetRenderbufferParameteriv;
GrGLFunction<GrGLGetShaderInfoLogProc> fGetShaderInfoLog;
GrGLFunction<GrGLGetShaderivProc> fGetShaderiv;
GrGLFunction<GrGLGetShaderPrecisionFormatProc> fGetShaderPrecisionFormat;
GrGLFunction<GrGLGetStringProc> fGetString;
GrGLFunction<GrGLGetStringiProc> fGetStringi;
GrGLFunction<GrGLGetTexLevelParameterivProc> fGetTexLevelParameteriv;
GrGLFunction<GrGLGetUniformLocationProc> fGetUniformLocation;
GrGLFunction<GrGLInsertEventMarkerProc> fInsertEventMarker;
GrGLFunction<GrGLInvalidateBufferDataProc> fInvalidateBufferData;
GrGLFunction<GrGLInvalidateBufferSubDataProc> fInvalidateBufferSubData;
GrGLFunction<GrGLInvalidateFramebufferProc> fInvalidateFramebuffer;
GrGLFunction<GrGLInvalidateSubFramebufferProc> fInvalidateSubFramebuffer;
GrGLFunction<GrGLInvalidateTexImageProc> fInvalidateTexImage;
GrGLFunction<GrGLInvalidateTexSubImageProc> fInvalidateTexSubImage;
GrGLFunction<GrGLIsTextureProc> fIsTexture;
GrGLFunction<GrGLLineWidthProc> fLineWidth;
GrGLFunction<GrGLLinkProgramProc> fLinkProgram;
GrGLFunction<GrGLMapBufferProc> fMapBuffer;
GrGLFunction<GrGLMapBufferRangeProc> fMapBufferRange;
GrGLFunction<GrGLMapBufferSubDataProc> fMapBufferSubData;
GrGLFunction<GrGLMapTexSubImage2DProc> fMapTexSubImage2D;
GrGLFunction<GrGLPixelStoreiProc> fPixelStorei;
GrGLFunction<GrGLPopGroupMarkerProc> fPopGroupMarker;
GrGLFunction<GrGLPushGroupMarkerProc> fPushGroupMarker;
GrGLFunction<GrGLQueryCounterProc> fQueryCounter;
GrGLFunction<GrGLRasterSamplesProc> fRasterSamples;
GrGLFunction<GrGLReadBufferProc> fReadBuffer;
GrGLFunction<GrGLReadPixelsProc> fReadPixels;
GrGLFunction<GrGLRenderbufferStorageProc> fRenderbufferStorage;
// On OpenGL ES there are multiple incompatible extensions that add support for MSAA
// and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
// older extensions for performance reasons or due to ES3 driver bugs. We want the function
// that creates the GrGLInterface to provide all available functions and internally
// we will select among them. They all have a method called glRenderbufferStorageMultisample*.
// So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
// GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
// variations.
//
// If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
// assume the function pointers for the standard (or equivalent GL_ARB) version have
// been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
// functionality.
// GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2EXT;
// GL_APPLE_framebuffer_multisample
GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2APPLE;
// This is used to store the pointer for GL_ARB/EXT/ANGLE/CHROMIUM_framebuffer_multisample or
// the standard function in ES3+ or GL 3.0+.
GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
GrGLFunction<GrGLBindUniformLocationProc> fBindUniformLocation;
GrGLFunction<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
GrGLFunction<GrGLScissorProc> fScissor;
GrGLFunction<GrGLShaderSourceProc> fShaderSource;
GrGLFunction<GrGLStencilFuncProc> fStencilFunc;
GrGLFunction<GrGLStencilFuncSeparateProc> fStencilFuncSeparate;
GrGLFunction<GrGLStencilMaskProc> fStencilMask;
GrGLFunction<GrGLStencilMaskSeparateProc> fStencilMaskSeparate;
GrGLFunction<GrGLStencilOpProc> fStencilOp;
GrGLFunction<GrGLStencilOpSeparateProc> fStencilOpSeparate;
GrGLFunction<GrGLTexBufferProc> fTexBuffer;
GrGLFunction<GrGLTexImage2DProc> fTexImage2D;
GrGLFunction<GrGLTexParameteriProc> fTexParameteri;
GrGLFunction<GrGLTexParameterivProc> fTexParameteriv;
GrGLFunction<GrGLTexSubImage2DProc> fTexSubImage2D;
GrGLFunction<GrGLTexStorage2DProc> fTexStorage2D;
GrGLFunction<GrGLTextureBarrierProc> fTextureBarrier;
GrGLFunction<GrGLDiscardFramebufferProc> fDiscardFramebuffer;
GrGLFunction<GrGLUniform1fProc> fUniform1f;
GrGLFunction<GrGLUniform1iProc> fUniform1i;
GrGLFunction<GrGLUniform1fvProc> fUniform1fv;
GrGLFunction<GrGLUniform1ivProc> fUniform1iv;
GrGLFunction<GrGLUniform2fProc> fUniform2f;
GrGLFunction<GrGLUniform2iProc> fUniform2i;
GrGLFunction<GrGLUniform2fvProc> fUniform2fv;
GrGLFunction<GrGLUniform2ivProc> fUniform2iv;
GrGLFunction<GrGLUniform3fProc> fUniform3f;
GrGLFunction<GrGLUniform3iProc> fUniform3i;
GrGLFunction<GrGLUniform3fvProc> fUniform3fv;
GrGLFunction<GrGLUniform3ivProc> fUniform3iv;
GrGLFunction<GrGLUniform4fProc> fUniform4f;
GrGLFunction<GrGLUniform4iProc> fUniform4i;
GrGLFunction<GrGLUniform4fvProc> fUniform4fv;
GrGLFunction<GrGLUniform4ivProc> fUniform4iv;
GrGLFunction<GrGLUniformMatrix2fvProc> fUniformMatrix2fv;
GrGLFunction<GrGLUniformMatrix3fvProc> fUniformMatrix3fv;
GrGLFunction<GrGLUniformMatrix4fvProc> fUniformMatrix4fv;
GrGLFunction<GrGLUnmapBufferProc> fUnmapBuffer;
GrGLFunction<GrGLUnmapBufferSubDataProc> fUnmapBufferSubData;
GrGLFunction<GrGLUnmapTexSubImage2DProc> fUnmapTexSubImage2D;
GrGLFunction<GrGLUseProgramProc> fUseProgram;
GrGLFunction<GrGLVertexAttrib1fProc> fVertexAttrib1f;
GrGLFunction<GrGLVertexAttrib2fvProc> fVertexAttrib2fv;
GrGLFunction<GrGLVertexAttrib3fvProc> fVertexAttrib3fv;
GrGLFunction<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
GrGLFunction<GrGLVertexAttribDivisorProc> fVertexAttribDivisor;
GrGLFunction<GrGLVertexAttribIPointerProc> fVertexAttribIPointer;
GrGLFunction<GrGLVertexAttribPointerProc> fVertexAttribPointer;
GrGLFunction<GrGLViewportProc> fViewport;
/* GL_NV_path_rendering */
GrGLFunction<GrGLMatrixLoadfProc> fMatrixLoadf;
GrGLFunction<GrGLMatrixLoadIdentityProc> fMatrixLoadIdentity;
GrGLFunction<GrGLGetProgramResourceLocationProc> fGetProgramResourceLocation;
GrGLFunction<GrGLPathCommandsProc> fPathCommands;
GrGLFunction<GrGLPathParameteriProc> fPathParameteri;
GrGLFunction<GrGLPathParameterfProc> fPathParameterf;
GrGLFunction<GrGLGenPathsProc> fGenPaths;
GrGLFunction<GrGLDeletePathsProc> fDeletePaths;
GrGLFunction<GrGLIsPathProc> fIsPath;
GrGLFunction<GrGLPathStencilFuncProc> fPathStencilFunc;
GrGLFunction<GrGLStencilFillPathProc> fStencilFillPath;
GrGLFunction<GrGLStencilStrokePathProc> fStencilStrokePath;
GrGLFunction<GrGLStencilFillPathInstancedProc> fStencilFillPathInstanced;
GrGLFunction<GrGLStencilStrokePathInstancedProc> fStencilStrokePathInstanced;
GrGLFunction<GrGLCoverFillPathProc> fCoverFillPath;
GrGLFunction<GrGLCoverStrokePathProc> fCoverStrokePath;
GrGLFunction<GrGLCoverFillPathInstancedProc> fCoverFillPathInstanced;
GrGLFunction<GrGLCoverStrokePathInstancedProc> fCoverStrokePathInstanced;
// NV_path_rendering v1.2
GrGLFunction<GrGLStencilThenCoverFillPathProc> fStencilThenCoverFillPath;
GrGLFunction<GrGLStencilThenCoverStrokePathProc> fStencilThenCoverStrokePath;
GrGLFunction<GrGLStencilThenCoverFillPathInstancedProc> fStencilThenCoverFillPathInstanced;
GrGLFunction<GrGLStencilThenCoverStrokePathInstancedProc> fStencilThenCoverStrokePathInstanced;
// NV_path_rendering v1.3
GrGLFunction<GrGLProgramPathFragmentInputGenProc> fProgramPathFragmentInputGen;
// CHROMIUM_path_rendering
GrGLFunction<GrGLBindFragmentInputLocationProc> fBindFragmentInputLocation;
/* NV_framebuffer_mixed_samples */
GrGLFunction<GrGLCoverageModulationProc> fCoverageModulation;
/* EXT_multi_draw_indirect */
GrGLFunction<GrGLMultiDrawArraysIndirectProc> fMultiDrawArraysIndirect;
GrGLFunction<GrGLMultiDrawElementsIndirectProc> fMultiDrawElementsIndirect;
/* NV_bindless_texture */
// We use the NVIDIA verson for now because it does not require dynamically uniform handles.
// We may switch the the ARB version and/or omit methods in the future.
GrGLFunction<GrGLGetTextureHandleProc> fGetTextureHandle;
GrGLFunction<GrGLGetTextureSamplerHandleProc> fGetTextureSamplerHandle;
GrGLFunction<GrGLMakeTextureHandleResidentProc> fMakeTextureHandleResident;
GrGLFunction<GrGLMakeTextureHandleNonResidentProc> fMakeTextureHandleNonResident;
GrGLFunction<GrGLGetImageHandleProc> fGetImageHandle;
GrGLFunction<GrGLMakeImageHandleResidentProc> fMakeImageHandleResident;
GrGLFunction<GrGLMakeImageHandleNonResidentProc> fMakeImageHandleNonResident;
GrGLFunction<GrGLIsTextureHandleResidentProc> fIsTextureHandleResident;
GrGLFunction<GrGLIsImageHandleResidentProc> fIsImageHandleResident;
GrGLFunction<GrGLUniformHandleui64Proc> fUniformHandleui64;
GrGLFunction<GrGLUniformHandleui64vProc> fUniformHandleui64v;
GrGLFunction<GrGLProgramUniformHandleui64Proc> fProgramUniformHandleui64;
GrGLFunction<GrGLProgramUniformHandleui64vProc> fProgramUniformHandleui64v;
/* ARB_sample_shading */
GrGLFunction<GrGLMinSampleShadingProc> fMinSampleShading;
/* EXT_direct_state_access */
// We use the EXT verson because it is more expansive and interacts with more extensions
// than the ARB or core (4.5) versions. We may switch and/or omit methods in the future.
GrGLFunction<GrGLTextureParameteriProc> fTextureParameteri;
GrGLFunction<GrGLTextureParameterivProc> fTextureParameteriv;
GrGLFunction<GrGLTextureParameterfProc> fTextureParameterf;
GrGLFunction<GrGLTextureParameterfvProc> fTextureParameterfv;
GrGLFunction<GrGLTextureImage1DProc> fTextureImage1D;
GrGLFunction<GrGLTextureImage2DProc> fTextureImage2D;
GrGLFunction<GrGLTextureSubImage1DProc> fTextureSubImage1D;
GrGLFunction<GrGLTextureSubImage2DProc> fTextureSubImage2D;
GrGLFunction<GrGLCopyTextureImage1DProc> fCopyTextureImage1D;
GrGLFunction<GrGLCopyTextureImage2DProc> fCopyTextureImage2D;
GrGLFunction<GrGLCopyTextureSubImage1DProc> fCopyTextureSubImage1D;
GrGLFunction<GrGLCopyTextureSubImage2DProc> fCopyTextureSubImage2D;
GrGLFunction<GrGLGetTextureImageProc> fGetTextureImage;
GrGLFunction<GrGLGetTextureParameterfvProc> fGetTextureParameterfv;
GrGLFunction<GrGLGetTextureParameterivProc> fGetTextureParameteriv;
GrGLFunction<GrGLGetTextureLevelParameterfvProc> fGetTextureLevelParameterfv;
GrGLFunction<GrGLGetTextureLevelParameterivProc> fGetTextureLevelParameteriv;
// OpenGL 1.2
GrGLFunction<GrGLTextureImage3DProc> fTextureImage3D;
GrGLFunction<GrGLTextureSubImage3DProc> fTextureSubImage3D;
GrGLFunction<GrGLCopyTextureSubImage3DProc> fCopyTextureSubImage3D;
GrGLFunction<GrGLCompressedTextureImage3DProc> fCompressedTextureImage3D;
GrGLFunction<GrGLCompressedTextureImage2DProc> fCompressedTextureImage2D;
GrGLFunction<GrGLCompressedTextureImage1DProc> fCompressedTextureImage1D;
GrGLFunction<GrGLCompressedTextureSubImage3DProc> fCompressedTextureSubImage3D;
GrGLFunction<GrGLCompressedTextureSubImage2DProc> fCompressedTextureSubImage2D;
GrGLFunction<GrGLCompressedTextureSubImage1DProc> fCompressedTextureSubImage1D;
GrGLFunction<GrGLGetCompressedTextureImageProc> fGetCompressedTextureImage;
// OpenGL 1.5
GrGLFunction<GrGLNamedBufferDataProc> fNamedBufferData;
GrGLFunction<GrGLNamedBufferSubDataProc> fNamedBufferSubData;
GrGLFunction<GrGLMapNamedBufferProc> fMapNamedBuffer;
GrGLFunction<GrGLUnmapNamedBufferProc> fUnmapNamedBuffer;
GrGLFunction<GrGLGetNamedBufferParameterivProc> fGetNamedBufferParameteriv;
GrGLFunction<GrGLGetNamedBufferPointervProc> fGetNamedBufferPointerv;
GrGLFunction<GrGLGetNamedBufferSubDataProc> fGetNamedBufferSubData;
// OpenGL 2.0
GrGLFunction<GrGLProgramUniform1fProc> fProgramUniform1f;
GrGLFunction<GrGLProgramUniform2fProc> fProgramUniform2f;
GrGLFunction<GrGLProgramUniform3fProc> fProgramUniform3f;
GrGLFunction<GrGLProgramUniform4fProc> fProgramUniform4f;
GrGLFunction<GrGLProgramUniform1iProc> fProgramUniform1i;
GrGLFunction<GrGLProgramUniform2iProc> fProgramUniform2i;
GrGLFunction<GrGLProgramUniform3iProc> fProgramUniform3i;
GrGLFunction<GrGLProgramUniform4iProc> fProgramUniform4i;
GrGLFunction<GrGLProgramUniform1fvProc> fProgramUniform1fv;
GrGLFunction<GrGLProgramUniform2fvProc> fProgramUniform2fv;
GrGLFunction<GrGLProgramUniform3fvProc> fProgramUniform3fv;
GrGLFunction<GrGLProgramUniform4fvProc> fProgramUniform4fv;
GrGLFunction<GrGLProgramUniform1ivProc> fProgramUniform1iv;
GrGLFunction<GrGLProgramUniform2ivProc> fProgramUniform2iv;
GrGLFunction<GrGLProgramUniform3ivProc> fProgramUniform3iv;
GrGLFunction<GrGLProgramUniform4ivProc> fProgramUniform4iv;
GrGLFunction<GrGLProgramUniformMatrix2fvProc> fProgramUniformMatrix2fv;
GrGLFunction<GrGLProgramUniformMatrix3fvProc> fProgramUniformMatrix3fv;
GrGLFunction<GrGLProgramUniformMatrix4fvProc> fProgramUniformMatrix4fv;
// OpenGL 2.1
GrGLFunction<GrGLProgramUniformMatrix2x3fvProc> fProgramUniformMatrix2x3fv;
GrGLFunction<GrGLProgramUniformMatrix3x2fvProc> fProgramUniformMatrix3x2fv;
GrGLFunction<GrGLProgramUniformMatrix2x4fvProc> fProgramUniformMatrix2x4fv;
GrGLFunction<GrGLProgramUniformMatrix4x2fvProc> fProgramUniformMatrix4x2fv;
GrGLFunction<GrGLProgramUniformMatrix3x4fvProc> fProgramUniformMatrix3x4fv;
GrGLFunction<GrGLProgramUniformMatrix4x3fvProc> fProgramUniformMatrix4x3fv;
// OpenGL 3.0
GrGLFunction<GrGLNamedRenderbufferStorageProc> fNamedRenderbufferStorage;
GrGLFunction<GrGLGetNamedRenderbufferParameterivProc> fGetNamedRenderbufferParameteriv;
GrGLFunction<GrGLNamedRenderbufferStorageMultisampleProc> fNamedRenderbufferStorageMultisample;
GrGLFunction<GrGLCheckNamedFramebufferStatusProc> fCheckNamedFramebufferStatus;
GrGLFunction<GrGLNamedFramebufferTexture1DProc> fNamedFramebufferTexture1D;
GrGLFunction<GrGLNamedFramebufferTexture2DProc> fNamedFramebufferTexture2D;
GrGLFunction<GrGLNamedFramebufferTexture3DProc> fNamedFramebufferTexture3D;
GrGLFunction<GrGLNamedFramebufferRenderbufferProc> fNamedFramebufferRenderbuffer;
GrGLFunction<GrGLGetNamedFramebufferAttachmentParameterivProc> fGetNamedFramebufferAttachmentParameteriv;
GrGLFunction<GrGLGenerateTextureMipmapProc> fGenerateTextureMipmap;
GrGLFunction<GrGLFramebufferDrawBufferProc> fFramebufferDrawBuffer;
GrGLFunction<GrGLFramebufferDrawBuffersProc> fFramebufferDrawBuffers;
GrGLFunction<GrGLFramebufferReadBufferProc> fFramebufferReadBuffer;
GrGLFunction<GrGLGetFramebufferParameterivProc> fGetFramebufferParameteriv;
GrGLFunction<GrGLNamedCopyBufferSubDataProc> fNamedCopyBufferSubData;
GrGLFunction<GrGLVertexArrayVertexOffsetProc> fVertexArrayVertexOffset;
GrGLFunction<GrGLVertexArrayColorOffsetProc> fVertexArrayColorOffset;
GrGLFunction<GrGLVertexArrayEdgeFlagOffsetProc> fVertexArrayEdgeFlagOffset;
GrGLFunction<GrGLVertexArrayIndexOffsetProc> fVertexArrayIndexOffset;
GrGLFunction<GrGLVertexArrayNormalOffsetProc> fVertexArrayNormalOffset;
GrGLFunction<GrGLVertexArrayTexCoordOffsetProc> fVertexArrayTexCoordOffset;
GrGLFunction<GrGLVertexArrayMultiTexCoordOffsetProc> fVertexArrayMultiTexCoordOffset;
GrGLFunction<GrGLVertexArrayFogCoordOffsetProc> fVertexArrayFogCoordOffset;
GrGLFunction<GrGLVertexArraySecondaryColorOffsetProc> fVertexArraySecondaryColorOffset;
GrGLFunction<GrGLVertexArrayVertexAttribOffsetProc> fVertexArrayVertexAttribOffset;
GrGLFunction<GrGLVertexArrayVertexAttribIOffsetProc> fVertexArrayVertexAttribIOffset;
GrGLFunction<GrGLEnableVertexArrayProc> fEnableVertexArray;
GrGLFunction<GrGLDisableVertexArrayProc> fDisableVertexArray;
GrGLFunction<GrGLEnableVertexArrayAttribProc> fEnableVertexArrayAttrib;
GrGLFunction<GrGLDisableVertexArrayAttribProc> fDisableVertexArrayAttrib;
GrGLFunction<GrGLGetVertexArrayIntegervProc> fGetVertexArrayIntegerv;
GrGLFunction<GrGLGetVertexArrayPointervProc> fGetVertexArrayPointerv;
GrGLFunction<GrGLGetVertexArrayIntegeri_vProc> fGetVertexArrayIntegeri_v;
GrGLFunction<GrGLGetVertexArrayPointeri_vProc> fGetVertexArrayPointeri_v;
GrGLFunction<GrGLMapNamedBufferRangeProc> fMapNamedBufferRange;
GrGLFunction<GrGLFlushMappedNamedBufferRangeProc> fFlushMappedNamedBufferRange;
// OpenGL 3.1
GrGLFunction<GrGLTextureBufferProc> fTextureBuffer;
/* KHR_debug */
GrGLFunction<GrGLDebugMessageControlProc> fDebugMessageControl;
GrGLFunction<GrGLDebugMessageInsertProc> fDebugMessageInsert;
GrGLFunction<GrGLDebugMessageCallbackProc> fDebugMessageCallback;
GrGLFunction<GrGLGetDebugMessageLogProc> fGetDebugMessageLog;
GrGLFunction<GrGLPushDebugGroupProc> fPushDebugGroup;
GrGLFunction<GrGLPopDebugGroupProc> fPopDebugGroup;
GrGLFunction<GrGLObjectLabelProc> fObjectLabel;
/* EGL functions */
GrGLFunction<GrEGLCreateImageProc> fEGLCreateImage;
GrGLFunction<GrEGLDestroyImageProc> fEGLDestroyImage;
} fFunctions;
// This exists for internal testing.
virtual void abandon() const {}
};
#endif