blob: bbd2b6334f9438b560ee3090d362ea7bd8ef65a3 [file] [log] [blame]
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This file implements glue to a GL interface so we can mock it for unit
// testing. It has to be Desktop GL, not GLES2 as it is used to test the service
// side code.
#ifndef UI_GFX_GL_GL_INTERFACE_H_
#define UI_GFX_GL_GL_INTERFACE_H_
#pragma once
#include "ui/gfx/gl/gl_bindings.h"
namespace gfx {
class GLInterface {
public:
virtual ~GLInterface() {
}
static void SetGLInterface(GLInterface* gl_interface);
static GLInterface* GetGLInterface();
virtual void ActiveTexture(GLenum texture) = 0;
virtual void AttachShader(GLuint program, GLuint shader) = 0;
virtual void BindAttribLocation(
GLuint program, GLuint index, const char* name) = 0;
virtual void BindBuffer(GLenum target, GLuint buffer) = 0;
virtual void BindFramebufferEXT(GLenum target, GLuint framebuffer) = 0;
virtual void BindRenderbufferEXT(GLenum target, GLuint renderbuffer) = 0;
virtual void BindTexture(GLenum target, GLuint texture) = 0;
virtual void BlendColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0;
virtual void BlendEquation(GLenum mode) = 0;
virtual void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) = 0;
virtual void BlendFunc(GLenum sfactor, GLenum dfactor) = 0;
virtual void BlendFuncSeparate(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) = 0;
virtual void BlitFramebufferANGLE(
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) = 0;
virtual void BlitFramebufferEXT(
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) = 0;
virtual void BufferData(
GLenum target, GLsizeiptr size, const void* data, GLenum usage) = 0;
virtual void BufferSubData(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data) = 0;
virtual GLenum CheckFramebufferStatusEXT(GLenum target) = 0;
virtual void Clear(GLbitfield mask) = 0;
virtual void ClearColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0;
virtual void ClearDepth(GLclampd depth) = 0;
virtual void ClearDepthf(GLclampf depth) = 0;
virtual void ClearStencil(GLint s) = 0;
virtual void ColorMask(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) = 0;
virtual void CompileShader(GLuint shader) = 0;
virtual void CompressedTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data) = 0;
virtual void CompressedTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) = 0;
virtual void CopyTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) = 0;
virtual void CopyTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height) = 0;
virtual GLuint CreateProgram() = 0;
virtual GLuint CreateShader(GLenum type) = 0;
virtual void CullFace(GLenum mode) = 0;
virtual void DeleteBuffersARB(GLsizei n, const GLuint* buffers) = 0;
virtual void DeleteFramebuffersEXT(GLsizei n, const GLuint* framebuffers) = 0;
virtual void DeleteProgram(GLuint program) = 0;
virtual void DeleteRenderbuffersEXT(
GLsizei n, const GLuint* renderbuffers) = 0;
virtual void DeleteShader(GLuint shader) = 0;
virtual void DeleteTextures(GLsizei n, const GLuint* textures) = 0;
virtual void DepthFunc(GLenum func) = 0;
virtual void DepthMask(GLboolean flag) = 0;
virtual void DepthRange(GLclampd zNear, GLclampd zFar) = 0;
virtual void DepthRangef(GLclampf zNear, GLclampf zFar) = 0;
virtual void DetachShader(GLuint program, GLuint shader) = 0;
virtual void Disable(GLenum cap) = 0;
virtual void DisableVertexAttribArray(GLuint index) = 0;
virtual void DrawArrays(GLenum mode, GLint first, GLsizei count) = 0;
virtual void DrawElements(
GLenum mode, GLsizei count, GLenum type, const void* indices) = 0;
virtual void Enable(GLenum cap) = 0;
virtual void EnableVertexAttribArray(GLuint index) = 0;
virtual void Finish() = 0;
virtual void Flush() = 0;
virtual void FramebufferRenderbufferEXT(
GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer) = 0;
virtual void FramebufferTexture2DEXT(
GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
GLint level) = 0;
virtual void FrontFace(GLenum mode) = 0;
virtual void GenBuffersARB(GLsizei n, GLuint* buffers) = 0;
virtual void GenerateMipmapEXT(GLenum target) = 0;
virtual void GenFramebuffersEXT(GLsizei n, GLuint* framebuffers) = 0;
virtual void GenRenderbuffersEXT(GLsizei n, GLuint* renderbuffers) = 0;
virtual void GenTextures(GLsizei n, GLuint* textures) = 0;
virtual void GetActiveAttrib(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length,
GLint* size, GLenum* type, char* name) = 0;
virtual void GetActiveUniform(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length,
GLint* size, GLenum* type, char* name) = 0;
virtual void GetAttachedShaders(
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) = 0;
virtual GLint GetAttribLocation(GLuint program, const char* name) = 0;
virtual void GetBooleanv(GLenum pname, GLboolean* params) = 0;
virtual void GetBufferParameteriv(
GLenum target, GLenum pname, GLint* params) = 0;
virtual GLenum GetError() = 0;
virtual void GetFloatv(GLenum pname, GLfloat* params) = 0;
virtual void GetFramebufferAttachmentParameterivEXT(
GLenum target, GLenum attachment, GLenum pname, GLint* params) = 0;
virtual void GetIntegerv(GLenum pname, GLint* params) = 0;
virtual void GetProgramiv(GLuint program, GLenum pname, GLint* params) = 0;
// TODO(gman): Implement this
virtual void GetProgramInfoLog(
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) = 0;
virtual void GetRenderbufferParameterivEXT(
GLenum target, GLenum pname, GLint* params) = 0;
virtual void GetShaderiv(GLuint shader, GLenum pname, GLint* params) = 0;
// TODO(gman): Implement this
virtual void GetShaderInfoLog(
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) = 0;
virtual void GetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype, GLint* range,
GLint* precision) = 0;
// TODO(gman): Implement this
virtual void GetShaderSource(
GLuint shader, GLsizei bufsize, GLsizei* length, char* source) = 0;
virtual const GLubyte* GetString(GLenum name) = 0;
virtual void GetTexLevelParameterfv(
GLenum target, GLint level, GLenum pname, GLfloat* params) = 0;
virtual void GetTexLevelParameteriv(
GLenum target, GLint level, GLenum pname, GLint* params) = 0;
virtual void GetTexParameterfv(
GLenum target, GLenum pname, GLfloat* params) = 0;
virtual void GetTexParameteriv(
GLenum target, GLenum pname, GLint* params) = 0;
virtual void GetUniformfv(
GLuint program, GLint location, GLfloat* params) = 0;
virtual void GetUniformiv(GLuint program, GLint location, GLint* params) = 0;
virtual GLint GetUniformLocation(GLuint program, const char* name) = 0;
virtual void GetVertexAttribfv(
GLuint index, GLenum pname, GLfloat* params) = 0;
virtual void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) = 0;
virtual void GetVertexAttribPointerv(
GLuint index, GLenum pname, void** pointer) = 0;
virtual void Hint(GLenum target, GLenum mode) = 0;
virtual GLboolean IsBuffer(GLuint buffer) = 0;
virtual GLboolean IsEnabled(GLenum cap) = 0;
virtual GLboolean IsFramebufferEXT(GLuint framebuffer) = 0;
virtual GLboolean IsProgram(GLuint program) = 0;
virtual GLboolean IsRenderbufferEXT(GLuint renderbuffer) = 0;
virtual GLboolean IsShader(GLuint shader) = 0;
virtual GLboolean IsTexture(GLuint texture) = 0;
virtual void* MapBuffer(GLenum target, GLenum access) = 0;
virtual void LineWidth(GLfloat width) = 0;
virtual void LinkProgram(GLuint program) = 0;
virtual void PixelStorei(GLenum pname, GLint param) = 0;
virtual void PolygonOffset(GLfloat factor, GLfloat units) = 0;
virtual void ReadPixels(
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, void* pixels) = 0;
virtual void ReleaseShaderCompiler(void) = 0;
virtual void RenderbufferStorageEXT(
GLenum target, GLenum internalformat, GLsizei width, GLsizei height) = 0;
virtual void RenderbufferStorageMultisampleANGLE(
GLenum target, GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height) = 0;
virtual void RenderbufferStorageMultisampleEXT(
GLenum target, GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height) = 0;
virtual void SampleCoverage(GLclampf value, GLboolean invert) = 0;
virtual void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) = 0;
virtual void ShaderBinary(
GLsizei n, const GLuint* shaders, GLenum binaryformat,
const void* binary, GLsizei length) = 0;
virtual void ShaderSource(
GLuint shader, GLsizei count, const char** str, const
GLint* length) = 0;
virtual void StencilFunc(GLenum func, GLint ref, GLuint mask) = 0;
virtual void StencilFuncSeparate(
GLenum face, GLenum func, GLint ref, GLuint mask) = 0;
virtual void StencilMask(GLuint mask) = 0;
virtual void StencilMaskSeparate(GLenum face, GLuint mask) = 0;
virtual void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) = 0;
virtual void StencilOpSeparate(
GLenum face, GLenum fail, GLenum zfail, GLenum zpass) = 0;
virtual void TexImage2D(
GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const void* pixels) = 0;
virtual void TexParameterf(GLenum target, GLenum pname, GLfloat param) = 0;
virtual void TexParameterfv(
GLenum target, GLenum pname, const GLfloat* params) = 0;
virtual void TexParameteri(GLenum target, GLenum pname, GLint param) = 0;
virtual void TexParameteriv(
GLenum target, GLenum pname, const GLint* params) = 0;
virtual void TexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type, const void* pixels) = 0;
virtual void Uniform1f(GLint location, GLfloat x) = 0;
virtual void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) = 0;
virtual void Uniform1i(GLint location, GLint x) = 0;
virtual void Uniform1iv(GLint location, GLsizei count, const GLint* v) = 0;
virtual void Uniform2f(GLint location, GLfloat x, GLfloat y) = 0;
virtual void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) = 0;
virtual void Uniform2i(GLint location, GLint x, GLint y) = 0;
virtual void Uniform2iv(GLint location, GLsizei count, const GLint* v) = 0;
virtual void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) = 0;
virtual void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) = 0;
virtual void Uniform3i(GLint location, GLint x, GLint y, GLint z) = 0;
virtual void Uniform3iv(GLint location, GLsizei count, const GLint* v) = 0;
virtual void Uniform4f(
GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0;
virtual void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) = 0;
virtual void Uniform4i(
GLint location, GLint x, GLint y, GLint z, GLint w) = 0;
virtual void Uniform4iv(GLint location, GLsizei count, const GLint* v) = 0;
virtual void UniformMatrix2fv(
GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) = 0;
virtual void UniformMatrix3fv(
GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) = 0;
virtual void UniformMatrix4fv(
GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) = 0;
virtual GLboolean UnmapBuffer(GLenum target) = 0;
virtual void UseProgram(GLuint program) = 0;
virtual void ValidateProgram(GLuint program) = 0;
virtual void VertexAttrib1f(GLuint indx, GLfloat x) = 0;
virtual void VertexAttrib1fv(GLuint indx, const GLfloat* values) = 0;
virtual void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) = 0;
virtual void VertexAttrib2fv(GLuint indx, const GLfloat* values) = 0;
virtual void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) = 0;
virtual void VertexAttrib3fv(GLuint indx, const GLfloat* values) = 0;
virtual void VertexAttrib4f(
GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0;
virtual void VertexAttrib4fv(GLuint indx, const GLfloat* values) = 0;
virtual void VertexAttribPointer(
GLuint indx, GLint size, GLenum type, GLboolean normalized,
GLsizei stride, const void* ptr) = 0;
virtual void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) = 0;
virtual void SwapBuffers() = 0;
virtual GLuint GetMaxValueInBufferCHROMIUM(
GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) = 0;
virtual void GenFencesNV(GLsizei n, GLuint *fences) = 0;
virtual void DeleteFencesNV(GLsizei n, const GLuint *fences) = 0;
virtual void SetFenceNV(GLuint fence, GLenum condition) = 0;
virtual GLboolean TestFenceNV(GLuint fence) = 0;
virtual void FinishFenceNV(GLuint fence) = 0;
virtual GLboolean IsFenceNV(GLuint fence) = 0;
virtual void GetFenceivNV(GLuint fence, GLenum pname, GLint *params) = 0;
private:
static GLInterface* interface_;
};
} // namespace gfx
#endif // UI_GFX_GL_GL_INTERFACE_H_