skia2/include/gpu/gl/GrGLInterface.h
kkinnunen e35b5d99d8 Cleanup legacy NVPR-related definitions
Fixed-function NVPR codepaths were removed a while ago. Only NVPR API
version 1.3 (PathFragmentInputGen) was left working. Remove
backwards-compatibility code that was left behind.

Remove some NVPR API function typedefs that were left from initial
commits.

Remove PathCoords function pointer from GrGLInterface, it has
never been called and causes problems in the future, since it will
not be implemented in the Chromium pseudo extension.

Committed: https://skia.googlesource.com/skia/+/fb8d6884e0e01d0c2f8596adf5af1efb0d08de7e

Review URL: https://codereview.chromium.org/1177243004
2015-06-30 03:59:50 -07:00

506 lines
25 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.
*/
const GrGLInterface* GrGLCreateNativeInterface();
#if SK_MESA
/**
* Creates a GrGLInterface for an OSMesa context.
*/
const GrGLInterface* GrGLCreateMesaInterface();
#endif
#if SK_ANGLE
/**
* Creates a GrGLInterface for an ANGLE context.
*/
const GrGLInterface* GrGLCreateANGLEInterface();
#endif
/**
* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
* CPU overhead.
*/
const SK_API GrGLInterface* GrGLCreateNullInterface();
/**
* Creates a debugging GrGLInterface that doesn't draw anything. Used for
* finding memory leaks and invalid memory accesses.
*/
const GrGLInterface* GrGLCreateDebugInterface();
#if GR_GL_PER_GL_FUNC_CALLBACK
typedef void (*GrGLInterfaceCallbackProc)(const GrGLInterface*);
typedef intptr_t GrGLInterfaceCallbackData;
#endif
/** 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:
// simple wrapper class that exists only to initialize a pointer to NULL
template <typename FNPTR_TYPE> class GLPtr {
public:
GLPtr() : fPtr(NULL) {}
GLPtr operator=(FNPTR_TYPE ptr) { fPtr = ptr; return *this; }
operator FNPTR_TYPE() const { return fPtr; }
private:
FNPTR_TYPE fPtr;
};
// This is a temporary workaround to keep Chromium's GrGLInterface factories compiling until
// they're updated to use the Functions struct.
template <typename FNPTR_TYPE> class GLPtrAlias {
public:
GLPtrAlias(GLPtr<FNPTR_TYPE>* base) : fBase(base) {}
void operator=(FNPTR_TYPE ptr) { *fBase = ptr; }
private:
GLPtr<FNPTR_TYPE>* fBase;
};
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 {
GLPtr<GrGLActiveTextureProc> fActiveTexture;
GLPtr<GrGLAttachShaderProc> fAttachShader;
GLPtr<GrGLBeginQueryProc> fBeginQuery;
GLPtr<GrGLBindAttribLocationProc> fBindAttribLocation;
GLPtr<GrGLBindBufferProc> fBindBuffer;
GLPtr<GrGLBindFragDataLocationProc> fBindFragDataLocation;
GLPtr<GrGLBindFragDataLocationIndexedProc> fBindFragDataLocationIndexed;
GLPtr<GrGLBindFramebufferProc> fBindFramebuffer;
GLPtr<GrGLBindRenderbufferProc> fBindRenderbuffer;
GLPtr<GrGLBindTextureProc> fBindTexture;
GLPtr<GrGLBindVertexArrayProc> fBindVertexArray;
GLPtr<GrGLBlendBarrierProc> fBlendBarrier;
GLPtr<GrGLBlendColorProc> fBlendColor;
GLPtr<GrGLBlendEquationProc> fBlendEquation;
GLPtr<GrGLBlendFuncProc> fBlendFunc;
GLPtr<GrGLBlitFramebufferProc> fBlitFramebuffer;
GLPtr<GrGLBufferDataProc> fBufferData;
GLPtr<GrGLBufferSubDataProc> fBufferSubData;
GLPtr<GrGLCheckFramebufferStatusProc> fCheckFramebufferStatus;
GLPtr<GrGLClearProc> fClear;
GLPtr<GrGLClearColorProc> fClearColor;
GLPtr<GrGLClearStencilProc> fClearStencil;
GLPtr<GrGLColorMaskProc> fColorMask;
GLPtr<GrGLCompileShaderProc> fCompileShader;
GLPtr<GrGLCompressedTexImage2DProc> fCompressedTexImage2D;
GLPtr<GrGLCompressedTexSubImage2DProc> fCompressedTexSubImage2D;
GLPtr<GrGLCopyTexSubImage2DProc> fCopyTexSubImage2D;
GLPtr<GrGLCopyTextureCHROMIUMProc> fCopyTextureCHROMIUM;
GLPtr<GrGLCreateProgramProc> fCreateProgram;
GLPtr<GrGLCreateShaderProc> fCreateShader;
GLPtr<GrGLCullFaceProc> fCullFace;
GLPtr<GrGLDeleteBuffersProc> fDeleteBuffers;
GLPtr<GrGLDeleteFramebuffersProc> fDeleteFramebuffers;
GLPtr<GrGLDeleteProgramProc> fDeleteProgram;
GLPtr<GrGLDeleteQueriesProc> fDeleteQueries;
GLPtr<GrGLDeleteRenderbuffersProc> fDeleteRenderbuffers;
GLPtr<GrGLDeleteShaderProc> fDeleteShader;
GLPtr<GrGLDeleteTexturesProc> fDeleteTextures;
GLPtr<GrGLDeleteVertexArraysProc> fDeleteVertexArrays;
GLPtr<GrGLDepthMaskProc> fDepthMask;
GLPtr<GrGLDisableProc> fDisable;
GLPtr<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
GLPtr<GrGLDrawArraysProc> fDrawArrays;
GLPtr<GrGLDrawBufferProc> fDrawBuffer;
GLPtr<GrGLDrawBuffersProc> fDrawBuffers;
GLPtr<GrGLDrawElementsProc> fDrawElements;
GLPtr<GrGLEnableProc> fEnable;
GLPtr<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
GLPtr<GrGLEndQueryProc> fEndQuery;
GLPtr<GrGLFinishProc> fFinish;
GLPtr<GrGLFlushProc> fFlush;
GLPtr<GrGLFlushMappedBufferRangeProc> fFlushMappedBufferRange;
GLPtr<GrGLFramebufferRenderbufferProc> fFramebufferRenderbuffer;
GLPtr<GrGLFramebufferTexture2DProc> fFramebufferTexture2D;
GLPtr<GrGLFramebufferTexture2DMultisampleProc> fFramebufferTexture2DMultisample;
GLPtr<GrGLFrontFaceProc> fFrontFace;
GLPtr<GrGLGenBuffersProc> fGenBuffers;
GLPtr<GrGLGenFramebuffersProc> fGenFramebuffers;
GLPtr<GrGLGenerateMipmapProc> fGenerateMipmap;
GLPtr<GrGLGenQueriesProc> fGenQueries;
GLPtr<GrGLGenRenderbuffersProc> fGenRenderbuffers;
GLPtr<GrGLGenTexturesProc> fGenTextures;
GLPtr<GrGLGenVertexArraysProc> fGenVertexArrays;
GLPtr<GrGLGetBufferParameterivProc> fGetBufferParameteriv;
GLPtr<GrGLGetErrorProc> fGetError;
GLPtr<GrGLGetFramebufferAttachmentParameterivProc> fGetFramebufferAttachmentParameteriv;
GLPtr<GrGLGetIntegervProc> fGetIntegerv;
GLPtr<GrGLGetQueryObjecti64vProc> fGetQueryObjecti64v;
GLPtr<GrGLGetQueryObjectivProc> fGetQueryObjectiv;
GLPtr<GrGLGetQueryObjectui64vProc> fGetQueryObjectui64v;
GLPtr<GrGLGetQueryObjectuivProc> fGetQueryObjectuiv;
GLPtr<GrGLGetQueryivProc> fGetQueryiv;
GLPtr<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
GLPtr<GrGLGetProgramivProc> fGetProgramiv;
GLPtr<GrGLGetRenderbufferParameterivProc> fGetRenderbufferParameteriv;
GLPtr<GrGLGetShaderInfoLogProc> fGetShaderInfoLog;
GLPtr<GrGLGetShaderivProc> fGetShaderiv;
GLPtr<GrGLGetShaderPrecisionFormatProc> fGetShaderPrecisionFormat;
GLPtr<GrGLGetStringProc> fGetString;
GLPtr<GrGLGetStringiProc> fGetStringi;
GLPtr<GrGLGetTexLevelParameterivProc> fGetTexLevelParameteriv;
GLPtr<GrGLGetUniformLocationProc> fGetUniformLocation;
GLPtr<GrGLInsertEventMarkerProc> fInsertEventMarker;
GLPtr<GrGLInvalidateBufferDataProc> fInvalidateBufferData;
GLPtr<GrGLInvalidateBufferSubDataProc> fInvalidateBufferSubData;
GLPtr<GrGLInvalidateFramebufferProc> fInvalidateFramebuffer;
GLPtr<GrGLInvalidateSubFramebufferProc> fInvalidateSubFramebuffer;
GLPtr<GrGLInvalidateTexImageProc> fInvalidateTexImage;
GLPtr<GrGLInvalidateTexSubImageProc> fInvalidateTexSubImage;
GLPtr<GrGLIsTextureProc> fIsTexture;
GLPtr<GrGLLineWidthProc> fLineWidth;
GLPtr<GrGLLinkProgramProc> fLinkProgram;
GLPtr<GrGLMapBufferProc> fMapBuffer;
GLPtr<GrGLMapBufferRangeProc> fMapBufferRange;
GLPtr<GrGLMapBufferSubDataProc> fMapBufferSubData;
GLPtr<GrGLMapTexSubImage2DProc> fMapTexSubImage2D;
GLPtr<GrGLPixelStoreiProc> fPixelStorei;
GLPtr<GrGLPopGroupMarkerProc> fPopGroupMarker;
GLPtr<GrGLPushGroupMarkerProc> fPushGroupMarker;
GLPtr<GrGLQueryCounterProc> fQueryCounter;
GLPtr<GrGLRasterSamplesProc> fRasterSamples;
GLPtr<GrGLReadBufferProc> fReadBuffer;
GLPtr<GrGLReadPixelsProc> fReadPixels;
GLPtr<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
GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2EXT;
// GL_APPLE_framebuffer_multisample
GLPtr<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+.
GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
GLPtr<GrGLBindUniformLocation> fBindUniformLocation;
GLPtr<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
GLPtr<GrGLScissorProc> fScissor;
GLPtr<GrGLShaderSourceProc> fShaderSource;
GLPtr<GrGLStencilFuncProc> fStencilFunc;
GLPtr<GrGLStencilFuncSeparateProc> fStencilFuncSeparate;
GLPtr<GrGLStencilMaskProc> fStencilMask;
GLPtr<GrGLStencilMaskSeparateProc> fStencilMaskSeparate;
GLPtr<GrGLStencilOpProc> fStencilOp;
GLPtr<GrGLStencilOpSeparateProc> fStencilOpSeparate;
GLPtr<GrGLTexImage2DProc> fTexImage2D;
GLPtr<GrGLTexParameteriProc> fTexParameteri;
GLPtr<GrGLTexParameterivProc> fTexParameteriv;
GLPtr<GrGLTexSubImage2DProc> fTexSubImage2D;
GLPtr<GrGLTexStorage2DProc> fTexStorage2D;
GLPtr<GrGLTextureBarrierProc> fTextureBarrier;
GLPtr<GrGLDiscardFramebufferProc> fDiscardFramebuffer;
GLPtr<GrGLUniform1fProc> fUniform1f;
GLPtr<GrGLUniform1iProc> fUniform1i;
GLPtr<GrGLUniform1fvProc> fUniform1fv;
GLPtr<GrGLUniform1ivProc> fUniform1iv;
GLPtr<GrGLUniform2fProc> fUniform2f;
GLPtr<GrGLUniform2iProc> fUniform2i;
GLPtr<GrGLUniform2fvProc> fUniform2fv;
GLPtr<GrGLUniform2ivProc> fUniform2iv;
GLPtr<GrGLUniform3fProc> fUniform3f;
GLPtr<GrGLUniform3iProc> fUniform3i;
GLPtr<GrGLUniform3fvProc> fUniform3fv;
GLPtr<GrGLUniform3ivProc> fUniform3iv;
GLPtr<GrGLUniform4fProc> fUniform4f;
GLPtr<GrGLUniform4iProc> fUniform4i;
GLPtr<GrGLUniform4fvProc> fUniform4fv;
GLPtr<GrGLUniform4ivProc> fUniform4iv;
GLPtr<GrGLUniformMatrix2fvProc> fUniformMatrix2fv;
GLPtr<GrGLUniformMatrix3fvProc> fUniformMatrix3fv;
GLPtr<GrGLUniformMatrix4fvProc> fUniformMatrix4fv;
GLPtr<GrGLUnmapBufferProc> fUnmapBuffer;
GLPtr<GrGLUnmapBufferSubDataProc> fUnmapBufferSubData;
GLPtr<GrGLUnmapTexSubImage2DProc> fUnmapTexSubImage2D;
GLPtr<GrGLUseProgramProc> fUseProgram;
GLPtr<GrGLVertexAttrib1fProc> fVertexAttrib1f;
GLPtr<GrGLVertexAttrib2fvProc> fVertexAttrib2fv;
GLPtr<GrGLVertexAttrib3fvProc> fVertexAttrib3fv;
GLPtr<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
GLPtr<GrGLVertexAttribPointerProc> fVertexAttribPointer;
GLPtr<GrGLViewportProc> fViewport;
/* GL_NV_path_rendering */
GLPtr<GrGLMatrixLoadfProc> fMatrixLoadf;
GLPtr<GrGLMatrixLoadIdentityProc> fMatrixLoadIdentity;
GLPtr<GrGLGetProgramResourceLocationProc> fGetProgramResourceLocation;
GLPtr<GrGLPathCommandsProc> fPathCommands;
GLPtr<GrGLPathParameteriProc> fPathParameteri;
GLPtr<GrGLPathParameterfProc> fPathParameterf;
GLPtr<GrGLGenPathsProc> fGenPaths;
GLPtr<GrGLDeletePathsProc> fDeletePaths;
GLPtr<GrGLIsPathProc> fIsPath;
GLPtr<GrGLPathStencilFuncProc> fPathStencilFunc;
GLPtr<GrGLStencilFillPathProc> fStencilFillPath;
GLPtr<GrGLStencilStrokePathProc> fStencilStrokePath;
GLPtr<GrGLStencilFillPathInstancedProc> fStencilFillPathInstanced;
GLPtr<GrGLStencilStrokePathInstancedProc> fStencilStrokePathInstanced;
GLPtr<GrGLCoverFillPathProc> fCoverFillPath;
GLPtr<GrGLCoverStrokePathProc> fCoverStrokePath;
GLPtr<GrGLCoverFillPathInstancedProc> fCoverFillPathInstanced;
GLPtr<GrGLCoverStrokePathInstancedProc> fCoverStrokePathInstanced;
// NV_path_rendering v1.2
GLPtr<GrGLStencilThenCoverFillPathProc> fStencilThenCoverFillPath;
GLPtr<GrGLStencilThenCoverStrokePathProc> fStencilThenCoverStrokePath;
GLPtr<GrGLStencilThenCoverFillPathInstancedProc> fStencilThenCoverFillPathInstanced;
GLPtr<GrGLStencilThenCoverStrokePathInstancedProc> fStencilThenCoverStrokePathInstanced;
// NV_path_rendering v1.3
GLPtr<GrGLProgramPathFragmentInputGenProc> fProgramPathFragmentInputGen;
/* NV_framebuffer_mixed_samples */
GLPtr<GrGLCoverageModulationProc> fCoverageModulation;
/* ARB_draw_instanced */
GLPtr<GrGLDrawArraysInstancedProc> fDrawArraysInstanced;
GLPtr<GrGLDrawElementsInstancedProc> fDrawElementsInstanced;
/* ARB_instanced_arrays */
GLPtr<GrGLVertexAttribDivisorProc> fVertexAttribDivisor;
/* 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.
GLPtr<GrGLGetTextureHandleProc> fGetTextureHandle;
GLPtr<GrGLGetTextureSamplerHandleProc> fGetTextureSamplerHandle;
GLPtr<GrGLMakeTextureHandleResidentProc> fMakeTextureHandleResident;
GLPtr<GrGLMakeTextureHandleNonResidentProc> fMakeTextureHandleNonResident;
GLPtr<GrGLGetImageHandleProc> fGetImageHandle;
GLPtr<GrGLMakeImageHandleResidentProc> fMakeImageHandleResident;
GLPtr<GrGLMakeImageHandleNonResidentProc> fMakeImageHandleNonResident;
GLPtr<GrGLIsTextureHandleResidentProc> fIsTextureHandleResident;
GLPtr<GrGLIsImageHandleResidentProc> fIsImageHandleResident;
GLPtr<GrGLUniformHandleui64Proc> fUniformHandleui64;
GLPtr<GrGLUniformHandleui64vProc> fUniformHandleui64v;
GLPtr<GrGLProgramUniformHandleui64Proc> fProgramUniformHandleui64;
GLPtr<GrGLProgramUniformHandleui64vProc> fProgramUniformHandleui64v;
/* 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.
GLPtr<GrGLTextureParameteriProc> fTextureParameteri;
GLPtr<GrGLTextureParameterivProc> fTextureParameteriv;
GLPtr<GrGLTextureParameterfProc> fTextureParameterf;
GLPtr<GrGLTextureParameterfvProc> fTextureParameterfv;
GLPtr<GrGLTextureImage1DProc> fTextureImage1D;
GLPtr<GrGLTextureImage2DProc> fTextureImage2D;
GLPtr<GrGLTextureSubImage1DProc> fTextureSubImage1D;
GLPtr<GrGLTextureSubImage2DProc> fTextureSubImage2D;
GLPtr<GrGLCopyTextureImage1DProc> fCopyTextureImage1D;
GLPtr<GrGLCopyTextureImage2DProc> fCopyTextureImage2D;
GLPtr<GrGLCopyTextureSubImage1DProc> fCopyTextureSubImage1D;
GLPtr<GrGLCopyTextureSubImage2DProc> fCopyTextureSubImage2D;
GLPtr<GrGLGetTextureImageProc> fGetTextureImage;
GLPtr<GrGLGetTextureParameterfvProc> fGetTextureParameterfv;
GLPtr<GrGLGetTextureParameterivProc> fGetTextureParameteriv;
GLPtr<GrGLGetTextureLevelParameterfvProc> fGetTextureLevelParameterfv;
GLPtr<GrGLGetTextureLevelParameterivProc> fGetTextureLevelParameteriv;
// OpenGL 1.2
GLPtr<GrGLTextureImage3DProc> fTextureImage3D;
GLPtr<GrGLTextureSubImage3DProc> fTextureSubImage3D;
GLPtr<GrGLCopyTextureSubImage3DProc> fCopyTextureSubImage3D;
GLPtr<GrGLCompressedTextureImage3DProc> fCompressedTextureImage3D;
GLPtr<GrGLCompressedTextureImage2DProc> fCompressedTextureImage2D;
GLPtr<GrGLCompressedTextureImage1DProc> fCompressedTextureImage1D;
GLPtr<GrGLCompressedTextureSubImage3DProc> fCompressedTextureSubImage3D;
GLPtr<GrGLCompressedTextureSubImage2DProc> fCompressedTextureSubImage2D;
GLPtr<GrGLCompressedTextureSubImage1DProc> fCompressedTextureSubImage1D;
GLPtr<GrGLGetCompressedTextureImageProc> fGetCompressedTextureImage;
// OpenGL 1.5
GLPtr<GrGLNamedBufferDataProc> fNamedBufferData;
GLPtr<GrGLNamedBufferSubDataProc> fNamedBufferSubData;
GLPtr<GrGLMapNamedBufferProc> fMapNamedBuffer;
GLPtr<GrGLUnmapNamedBufferProc> fUnmapNamedBuffer;
GLPtr<GrGLGetNamedBufferParameterivProc> fGetNamedBufferParameteriv;
GLPtr<GrGLGetNamedBufferPointervProc> fGetNamedBufferPointerv;
GLPtr<GrGLGetNamedBufferSubDataProc> fGetNamedBufferSubData;
// OpenGL 2.0
GLPtr<GrGLProgramUniform1fProc> fProgramUniform1f;
GLPtr<GrGLProgramUniform2fProc> fProgramUniform2f;
GLPtr<GrGLProgramUniform3fProc> fProgramUniform3f;
GLPtr<GrGLProgramUniform4fProc> fProgramUniform4f;
GLPtr<GrGLProgramUniform1iProc> fProgramUniform1i;
GLPtr<GrGLProgramUniform2iProc> fProgramUniform2i;
GLPtr<GrGLProgramUniform3iProc> fProgramUniform3i;
GLPtr<GrGLProgramUniform4iProc> fProgramUniform4i;
GLPtr<GrGLProgramUniform1fvProc> fProgramUniform1fv;
GLPtr<GrGLProgramUniform2fvProc> fProgramUniform2fv;
GLPtr<GrGLProgramUniform3fvProc> fProgramUniform3fv;
GLPtr<GrGLProgramUniform4fvProc> fProgramUniform4fv;
GLPtr<GrGLProgramUniform1ivProc> fProgramUniform1iv;
GLPtr<GrGLProgramUniform2ivProc> fProgramUniform2iv;
GLPtr<GrGLProgramUniform3ivProc> fProgramUniform3iv;
GLPtr<GrGLProgramUniform4ivProc> fProgramUniform4iv;
GLPtr<GrGLProgramUniformMatrix2fvProc> fProgramUniformMatrix2fv;
GLPtr<GrGLProgramUniformMatrix3fvProc> fProgramUniformMatrix3fv;
GLPtr<GrGLProgramUniformMatrix4fvProc> fProgramUniformMatrix4fv;
// OpenGL 2.1
GLPtr<GrGLProgramUniformMatrix2x3fvProc> fProgramUniformMatrix2x3fv;
GLPtr<GrGLProgramUniformMatrix3x2fvProc> fProgramUniformMatrix3x2fv;
GLPtr<GrGLProgramUniformMatrix2x4fvProc> fProgramUniformMatrix2x4fv;
GLPtr<GrGLProgramUniformMatrix4x2fvProc> fProgramUniformMatrix4x2fv;
GLPtr<GrGLProgramUniformMatrix3x4fvProc> fProgramUniformMatrix3x4fv;
GLPtr<GrGLProgramUniformMatrix4x3fvProc> fProgramUniformMatrix4x3fv;
// OpenGL 3.0
GLPtr<GrGLNamedRenderbufferStorageProc> fNamedRenderbufferStorage;
GLPtr<GrGLGetNamedRenderbufferParameterivProc> fGetNamedRenderbufferParameteriv;
GLPtr<GrGLNamedRenderbufferStorageMultisampleProc> fNamedRenderbufferStorageMultisample;
GLPtr<GrGLCheckNamedFramebufferStatusProc> fCheckNamedFramebufferStatus;
GLPtr<GrGLNamedFramebufferTexture1DProc> fNamedFramebufferTexture1D;
GLPtr<GrGLNamedFramebufferTexture2DProc> fNamedFramebufferTexture2D;
GLPtr<GrGLNamedFramebufferTexture3DProc> fNamedFramebufferTexture3D;
GLPtr<GrGLNamedFramebufferRenderbufferProc> fNamedFramebufferRenderbuffer;
GLPtr<GrGLGetNamedFramebufferAttachmentParameterivProc> fGetNamedFramebufferAttachmentParameteriv;
GLPtr<GrGLGenerateTextureMipmapProc> fGenerateTextureMipmap;
GLPtr<GrGLFramebufferDrawBufferProc> fFramebufferDrawBuffer;
GLPtr<GrGLFramebufferDrawBuffersProc> fFramebufferDrawBuffers;
GLPtr<GrGLFramebufferReadBufferProc> fFramebufferReadBuffer;
GLPtr<GrGLGetFramebufferParameterivProc> fGetFramebufferParameteriv;
GLPtr<GrGLNamedCopyBufferSubDataProc> fNamedCopyBufferSubData;
GLPtr<GrGLVertexArrayVertexOffsetProc> fVertexArrayVertexOffset;
GLPtr<GrGLVertexArrayColorOffsetProc> fVertexArrayColorOffset;
GLPtr<GrGLVertexArrayEdgeFlagOffsetProc> fVertexArrayEdgeFlagOffset;
GLPtr<GrGLVertexArrayIndexOffsetProc> fVertexArrayIndexOffset;
GLPtr<GrGLVertexArrayNormalOffsetProc> fVertexArrayNormalOffset;
GLPtr<GrGLVertexArrayTexCoordOffsetProc> fVertexArrayTexCoordOffset;
GLPtr<GrGLVertexArrayMultiTexCoordOffsetProc> fVertexArrayMultiTexCoordOffset;
GLPtr<GrGLVertexArrayFogCoordOffsetProc> fVertexArrayFogCoordOffset;
GLPtr<GrGLVertexArraySecondaryColorOffsetProc> fVertexArraySecondaryColorOffset;
GLPtr<GrGLVertexArrayVertexAttribOffsetProc> fVertexArrayVertexAttribOffset;
GLPtr<GrGLVertexArrayVertexAttribIOffsetProc> fVertexArrayVertexAttribIOffset;
GLPtr<GrGLEnableVertexArrayProc> fEnableVertexArray;
GLPtr<GrGLDisableVertexArrayProc> fDisableVertexArray;
GLPtr<GrGLEnableVertexArrayAttribProc> fEnableVertexArrayAttrib;
GLPtr<GrGLDisableVertexArrayAttribProc> fDisableVertexArrayAttrib;
GLPtr<GrGLGetVertexArrayIntegervProc> fGetVertexArrayIntegerv;
GLPtr<GrGLGetVertexArrayPointervProc> fGetVertexArrayPointerv;
GLPtr<GrGLGetVertexArrayIntegeri_vProc> fGetVertexArrayIntegeri_v;
GLPtr<GrGLGetVertexArrayPointeri_vProc> fGetVertexArrayPointeri_v;
GLPtr<GrGLMapNamedBufferRangeProc> fMapNamedBufferRange;
GLPtr<GrGLFlushMappedNamedBufferRangeProc> fFlushMappedNamedBufferRange;
/* KHR_debug */
GLPtr<GrGLDebugMessageControlProc> fDebugMessageControl;
GLPtr<GrGLDebugMessageInsertProc> fDebugMessageInsert;
GLPtr<GrGLDebugMessageCallbackProc> fDebugMessageCallback;
GLPtr<GrGLGetDebugMessageLogProc> fGetDebugMessageLog;
GLPtr<GrGLPushDebugGroupProc> fPushDebugGroup;
GLPtr<GrGLPopDebugGroupProc> fPopDebugGroup;
GLPtr<GrGLObjectLabelProc> fObjectLabel;
} fFunctions;
// Per-GL func callback
#if GR_GL_PER_GL_FUNC_CALLBACK
GrGLInterfaceCallbackProc fCallback;
GrGLInterfaceCallbackData fCallbackData;
#endif
// This exists for internal testing.
virtual void abandon() const {}
};
#endif