eb79eea617
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1720963002 Committed: https://skia.googlesource.com/skia/+/69c1b24bcaa7cffd59753a75a7f3d155696fcac4 Review URL: https://codereview.chromium.org/1720963002
500 lines
28 KiB
C++
500 lines
28 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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/**
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* Rather than depend on platform-specific GL headers and libraries, we require
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* the client to provide a struct of GL function pointers. This struct can be
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* specified per-GrContext as a parameter to GrContext::Create. If NULL is
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* passed to Create then a "default" GL interface is created. If the default is
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* also NULL GrContext creation will fail.
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*
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* The default interface is returned by GrGLDefaultInterface. This function's
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* implementation is platform-specific. Several have been provided, along with
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* an implementation that simply returns NULL.
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*
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* By defining GR_GL_PER_GL_CALL_IFACE_CALLBACK to 1 the client can specify a
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* callback function that will be called prior to each GL function call. See
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* comments in GrGLConfig.h
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*/
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typedef void(*GrGLFuncPtr)();
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struct GrGLInterface;
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const GrGLInterface* GrGLDefaultInterface();
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/**
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* Creates a GrGLInterface for a "native" GL context (e.g. WGL on windows,
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* GLX on linux, AGL on Mac). The interface is only valid for the GL context
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* that is current when the interface is created.
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*/
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SK_API const GrGLInterface* GrGLCreateNativeInterface();
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#if SK_MESA
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/**
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* Creates a GrGLInterface for an OSMesa context.
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*/
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SK_API const GrGLInterface* GrGLCreateMesaInterface();
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#endif
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#if SK_ANGLE
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/**
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* Creates a GrGLInterface for an ANGLE context.
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*/
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SK_API const GrGLInterface* GrGLCreateANGLEInterface();
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#endif
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#if SK_COMMAND_BUFFER
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/**
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* Creates a GrGLInterface for a Command Buffer context.
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*/
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SK_API const GrGLInterface* GrGLCreateCommandBufferInterface();
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#endif
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/**
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* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
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* CPU overhead.
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*/
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const SK_API GrGLInterface* GrGLCreateNullInterface();
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/**
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* Creates a debugging GrGLInterface that doesn't draw anything. Used for
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* finding memory leaks and invalid memory accesses.
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*/
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const GrGLInterface* GrGLCreateDebugInterface();
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#if GR_GL_PER_GL_FUNC_CALLBACK
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typedef void (*GrGLInterfaceCallbackProc)(const GrGLInterface*);
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typedef intptr_t GrGLInterfaceCallbackData;
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#endif
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/** Function that returns a new interface identical to "interface" but without support for
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GL_NV_path_rendering. */
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const GrGLInterface* GrGLInterfaceRemoveNVPR(const GrGLInterface*);
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/** Function that returns a new interface identical to "interface" but with support for
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test version of GL_EXT_debug_marker. */
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const GrGLInterface* GrGLInterfaceAddTestDebugMarker(const GrGLInterface*,
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GrGLInsertEventMarkerProc insertEventMarkerFn,
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GrGLPushGroupMarkerProc pushGroupMarkerFn,
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GrGLPopGroupMarkerProc popGroupMarkerFn);
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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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static GrGLInterface* NewClone(const 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<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<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<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<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<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
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GrGLFunction<GrGLGetProgramivProc> fGetProgramiv;
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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<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<GrGLPixelStoreiProc> fPixelStorei;
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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<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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/* EXT_multi_draw_indirect */
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GrGLFunction<GrGLMultiDrawArraysIndirectProc> fMultiDrawArraysIndirect;
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GrGLFunction<GrGLMultiDrawElementsIndirectProc> fMultiDrawElementsIndirect;
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/* NV_bindless_texture */
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// We use the NVIDIA verson for now because it does not require dynamically uniform handles.
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// We may switch the the ARB version and/or omit methods in the future.
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GrGLFunction<GrGLGetTextureHandleProc> fGetTextureHandle;
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GrGLFunction<GrGLGetTextureSamplerHandleProc> fGetTextureSamplerHandle;
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GrGLFunction<GrGLMakeTextureHandleResidentProc> fMakeTextureHandleResident;
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GrGLFunction<GrGLMakeTextureHandleNonResidentProc> fMakeTextureHandleNonResident;
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GrGLFunction<GrGLGetImageHandleProc> fGetImageHandle;
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GrGLFunction<GrGLMakeImageHandleResidentProc> fMakeImageHandleResident;
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GrGLFunction<GrGLMakeImageHandleNonResidentProc> fMakeImageHandleNonResident;
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GrGLFunction<GrGLIsTextureHandleResidentProc> fIsTextureHandleResident;
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GrGLFunction<GrGLIsImageHandleResidentProc> fIsImageHandleResident;
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GrGLFunction<GrGLUniformHandleui64Proc> fUniformHandleui64;
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GrGLFunction<GrGLUniformHandleui64vProc> fUniformHandleui64v;
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GrGLFunction<GrGLProgramUniformHandleui64Proc> fProgramUniformHandleui64;
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GrGLFunction<GrGLProgramUniformHandleui64vProc> fProgramUniformHandleui64v;
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/* EXT_direct_state_access */
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// We use the EXT verson because it is more expansive and interacts with more extensions
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// than the ARB or core (4.5) versions. We may switch and/or omit methods in the future.
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GrGLFunction<GrGLTextureParameteriProc> fTextureParameteri;
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GrGLFunction<GrGLTextureParameterivProc> fTextureParameteriv;
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GrGLFunction<GrGLTextureParameterfProc> fTextureParameterf;
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GrGLFunction<GrGLTextureParameterfvProc> fTextureParameterfv;
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GrGLFunction<GrGLTextureImage1DProc> fTextureImage1D;
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GrGLFunction<GrGLTextureImage2DProc> fTextureImage2D;
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GrGLFunction<GrGLTextureSubImage1DProc> fTextureSubImage1D;
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GrGLFunction<GrGLTextureSubImage2DProc> fTextureSubImage2D;
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GrGLFunction<GrGLCopyTextureImage1DProc> fCopyTextureImage1D;
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GrGLFunction<GrGLCopyTextureImage2DProc> fCopyTextureImage2D;
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GrGLFunction<GrGLCopyTextureSubImage1DProc> fCopyTextureSubImage1D;
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GrGLFunction<GrGLCopyTextureSubImage2DProc> fCopyTextureSubImage2D;
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GrGLFunction<GrGLGetTextureImageProc> fGetTextureImage;
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GrGLFunction<GrGLGetTextureParameterfvProc> fGetTextureParameterfv;
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GrGLFunction<GrGLGetTextureParameterivProc> fGetTextureParameteriv;
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GrGLFunction<GrGLGetTextureLevelParameterfvProc> fGetTextureLevelParameterfv;
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GrGLFunction<GrGLGetTextureLevelParameterivProc> fGetTextureLevelParameteriv;
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// OpenGL 1.2
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GrGLFunction<GrGLTextureImage3DProc> fTextureImage3D;
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GrGLFunction<GrGLTextureSubImage3DProc> fTextureSubImage3D;
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GrGLFunction<GrGLCopyTextureSubImage3DProc> fCopyTextureSubImage3D;
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GrGLFunction<GrGLCompressedTextureImage3DProc> fCompressedTextureImage3D;
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GrGLFunction<GrGLCompressedTextureImage2DProc> fCompressedTextureImage2D;
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GrGLFunction<GrGLCompressedTextureImage1DProc> fCompressedTextureImage1D;
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GrGLFunction<GrGLCompressedTextureSubImage3DProc> fCompressedTextureSubImage3D;
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GrGLFunction<GrGLCompressedTextureSubImage2DProc> fCompressedTextureSubImage2D;
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GrGLFunction<GrGLCompressedTextureSubImage1DProc> fCompressedTextureSubImage1D;
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GrGLFunction<GrGLGetCompressedTextureImageProc> fGetCompressedTextureImage;
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// OpenGL 1.5
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GrGLFunction<GrGLNamedBufferDataProc> fNamedBufferData;
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GrGLFunction<GrGLNamedBufferSubDataProc> fNamedBufferSubData;
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GrGLFunction<GrGLMapNamedBufferProc> fMapNamedBuffer;
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GrGLFunction<GrGLUnmapNamedBufferProc> fUnmapNamedBuffer;
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GrGLFunction<GrGLGetNamedBufferParameterivProc> fGetNamedBufferParameteriv;
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GrGLFunction<GrGLGetNamedBufferPointervProc> fGetNamedBufferPointerv;
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GrGLFunction<GrGLGetNamedBufferSubDataProc> fGetNamedBufferSubData;
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// OpenGL 2.0
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GrGLFunction<GrGLProgramUniform1fProc> fProgramUniform1f;
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GrGLFunction<GrGLProgramUniform2fProc> fProgramUniform2f;
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GrGLFunction<GrGLProgramUniform3fProc> fProgramUniform3f;
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GrGLFunction<GrGLProgramUniform4fProc> fProgramUniform4f;
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GrGLFunction<GrGLProgramUniform1iProc> fProgramUniform1i;
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GrGLFunction<GrGLProgramUniform2iProc> fProgramUniform2i;
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GrGLFunction<GrGLProgramUniform3iProc> fProgramUniform3i;
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GrGLFunction<GrGLProgramUniform4iProc> fProgramUniform4i;
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GrGLFunction<GrGLProgramUniform1fvProc> fProgramUniform1fv;
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GrGLFunction<GrGLProgramUniform2fvProc> fProgramUniform2fv;
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|
GrGLFunction<GrGLProgramUniform3fvProc> fProgramUniform3fv;
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|
GrGLFunction<GrGLProgramUniform4fvProc> fProgramUniform4fv;
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GrGLFunction<GrGLProgramUniform1ivProc> fProgramUniform1iv;
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GrGLFunction<GrGLProgramUniform2ivProc> fProgramUniform2iv;
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|
GrGLFunction<GrGLProgramUniform3ivProc> fProgramUniform3iv;
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|
GrGLFunction<GrGLProgramUniform4ivProc> fProgramUniform4iv;
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|
GrGLFunction<GrGLProgramUniformMatrix2fvProc> fProgramUniformMatrix2fv;
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|
GrGLFunction<GrGLProgramUniformMatrix3fvProc> fProgramUniformMatrix3fv;
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|
GrGLFunction<GrGLProgramUniformMatrix4fvProc> fProgramUniformMatrix4fv;
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|
// OpenGL 2.1
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GrGLFunction<GrGLProgramUniformMatrix2x3fvProc> fProgramUniformMatrix2x3fv;
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|
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;
|
|
|
|
/* 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;
|
|
|
|
// 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
|