| // Copyright (c) 2009 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 GPU_COMMAND_BUFFER_SERVICE_GL_INTERFACE_H_ |
| #define GPU_COMMAND_BUFFER_SERVICE_GL_INTERFACE_H_ |
| |
| #include <GLES2/gl2types.h> |
| |
| namespace gles2 { |
| |
| 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 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(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(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 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 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 RenderbufferStorageEXT( |
| GLenum target, 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 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 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; |
| |
| private: |
| static GLInterface* interface_; |
| }; |
| |
| } // namespace gles2 |
| |
| #define GL_IFACE_GET_FUN(name) ::gles2::GLInterface::GetGLInterface()->name |
| |
| #define glActiveTexture GL_IFACE_GET_FUN(ActiveTexture) |
| #define glAttachShader GL_IFACE_GET_FUN(AttachShader) |
| #define glBindAttribLocation GL_IFACE_GET_FUN(BindAttribLocation) |
| #define glBindBuffer GL_IFACE_GET_FUN(BindBuffer) |
| #define glBindFramebufferEXT GL_IFACE_GET_FUN(BindFramebufferEXT) |
| #define glBindRenderbufferEXT GL_IFACE_GET_FUN(BindRenderbufferEXT) |
| #define glBindTexture GL_IFACE_GET_FUN(BindTexture) |
| #define glBlendColor GL_IFACE_GET_FUN(BlendColor) |
| #define glBlendEquation GL_IFACE_GET_FUN(BlendEquation) |
| #define glBlendEquationSeparate GL_IFACE_GET_FUN(BlendEquationSeparate) |
| #define glBlendFunc GL_IFACE_GET_FUN(BlendFunc) |
| #define glBlendFuncSeparate GL_IFACE_GET_FUN(BlendFuncSeparate) |
| #define glBufferData GL_IFACE_GET_FUN(BufferData) |
| #define glBufferSubData GL_IFACE_GET_FUN(BufferSubData) |
| #define glCheckFramebufferStatusEXT GL_IFACE_GET_FUN(CheckFramebufferStatusEXT) |
| #define glClear GL_IFACE_GET_FUN(Clear) |
| #define glClearColor GL_IFACE_GET_FUN(ClearColor) |
| #define glClearDepth GL_IFACE_GET_FUN(ClearDepth) |
| #define glClearStencil GL_IFACE_GET_FUN(ClearStencil) |
| #define glColorMask GL_IFACE_GET_FUN(ColorMask) |
| #define glCompileShader GL_IFACE_GET_FUN(CompileShader) |
| #define glCompressedTexImage2D GL_IFACE_GET_FUN(CompressedTexImage2D) |
| #define glCompressedTexSubImage2D GL_IFACE_GET_FUN(CompressedTexSubImage2D) |
| #define glCopyTexImage2D GL_IFACE_GET_FUN(CopyTexImage2D) |
| #define glCopyTexSubImage2D GL_IFACE_GET_FUN(CopyTexSubImage2D) |
| #define glCreateProgram GL_IFACE_GET_FUN(CreateProgram) |
| #define glCreateShader GL_IFACE_GET_FUN(CreateShader) |
| #define glCullFace GL_IFACE_GET_FUN(CullFace) |
| #define glDeleteBuffersARB GL_IFACE_GET_FUN(DeleteBuffersARB) |
| #define glDeleteFramebuffersEXT GL_IFACE_GET_FUN(DeleteFramebuffersEXT) |
| #define glDeleteProgram GL_IFACE_GET_FUN(DeleteProgram) |
| #define glDeleteRenderbuffersEXT GL_IFACE_GET_FUN(DeleteRenderbuffersEXT) |
| #define glDeleteShader GL_IFACE_GET_FUN(DeleteShader) |
| #define glDeleteTextures GL_IFACE_GET_FUN(DeleteTextures) |
| #define glDepthFunc GL_IFACE_GET_FUN(DepthFunc) |
| #define glDepthMask GL_IFACE_GET_FUN(DepthMask) |
| #define glDepthRange GL_IFACE_GET_FUN(DepthRange) |
| #define glDetachShader GL_IFACE_GET_FUN(DetachShader) |
| #define glDisable GL_IFACE_GET_FUN(Disable) |
| #define glDisableVertexAttribArray GL_IFACE_GET_FUN(DisableVertexAttribArray) |
| #define glDrawArrays GL_IFACE_GET_FUN(DrawArrays) |
| #define glDrawElements GL_IFACE_GET_FUN(DrawElements) |
| #define glEnable GL_IFACE_GET_FUN(Enable) |
| #define glEnableVertexAttribArray GL_IFACE_GET_FUN(EnableVertexAttribArray) |
| #define glFinish GL_IFACE_GET_FUN(Finish) |
| #define glFlush GL_IFACE_GET_FUN(Flush) |
| #define glFramebufferRenderbufferEXT \ |
| GL_IFACE_GET_FUN(FramebufferRenderbufferEXT) |
| #define glFramebufferTexture2DEXT GL_IFACE_GET_FUN(FramebufferTexture2DEXT) |
| #define glFrontFace GL_IFACE_GET_FUN(FrontFace) |
| #define glGenBuffersARB GL_IFACE_GET_FUN(GenBuffersARB) |
| #define glGenerateMipmapEXT GL_IFACE_GET_FUN(GenerateMipmapEXT) |
| #define glGenFramebuffersEXT GL_IFACE_GET_FUN(GenFramebuffersEXT) |
| #define glGenRenderbuffersEXT GL_IFACE_GET_FUN(GenRenderbuffersEXT) |
| #define glGenTextures GL_IFACE_GET_FUN(GenTextures) |
| #define glGetActiveAttrib GL_IFACE_GET_FUN(GetActiveAttrib) |
| #define glGetActiveUniform GL_IFACE_GET_FUN(GetActiveUniform) |
| #define glGetAttachedShaders GL_IFACE_GET_FUN(GetAttachedShaders) |
| #define glGetAttribLocation GL_IFACE_GET_FUN(GetAttribLocation) |
| #define glGetBooleanv GL_IFACE_GET_FUN(GetBooleanv) |
| #define glGetBufferParameteriv GL_IFACE_GET_FUN(GetBufferParameteriv) |
| #define glGetError GL_IFACE_GET_FUN(GetError) |
| #define glGetFloatv GL_IFACE_GET_FUN(GetFloatv) |
| #define glGetFramebufferAttachmentParameterivEXT \ |
| GL_IFACE_GET_FUN(GetFramebufferAttachmentParameterivEXT) |
| #define glGetIntegerv GL_IFACE_GET_FUN(GetIntegerv) |
| #define glGetProgramiv GL_IFACE_GET_FUN(GetProgramiv) |
| #define glGetProgramInfoLog GL_IFACE_GET_FUN(GetProgramInfoLog) |
| #define glGetRenderbufferParameterivEXT \ |
| GL_IFACE_GET_FUN(GetRenderbufferParameterivEXT) |
| #define glGetShaderiv GL_IFACE_GET_FUN(GetShaderiv) |
| #define glGetShaderInfoLog GL_IFACE_GET_FUN(GetShaderInfoLog) |
| #define glGetShaderPrecisionFormat GL_IFACE_GET_FUN(GetShaderPrecisionFormat) |
| #define glGetShaderSource GL_IFACE_GET_FUN(GetShaderSource) |
| #define glGetString GL_IFACE_GET_FUN(GetString) |
| #define glGetTexParameterfv GL_IFACE_GET_FUN(GetTexParameterfv) |
| #define glGetTexParameteriv GL_IFACE_GET_FUN(GetTexParameteriv) |
| #define glGetUniformfv GL_IFACE_GET_FUN(GetUniformfv) |
| #define glGetUniformiv GL_IFACE_GET_FUN(GetUniformiv) |
| #define glGetUniformLocation GL_IFACE_GET_FUN(GetUniformLocation) |
| #define glGetVertexAttribfv GL_IFACE_GET_FUN(GetVertexAttribfv) |
| #define glGetVertexAttribiv GL_IFACE_GET_FUN(GetVertexAttribiv) |
| #define glGetVertexAttribPointerv GL_IFACE_GET_FUN(GetVertexAttribPointerv) |
| #define glHint GL_IFACE_GET_FUN(Hint) |
| #define glIsBuffer GL_IFACE_GET_FUN(IsBuffer) |
| #define glIsEnabled GL_IFACE_GET_FUN(IsEnabled) |
| #define glIsFramebufferEXT GL_IFACE_GET_FUN(IsFramebufferEXT) |
| #define glIsProgram GL_IFACE_GET_FUN(IsProgram) |
| #define glIsRenderbufferEXT GL_IFACE_GET_FUN(IsRenderbufferEXT) |
| #define glIsShader GL_IFACE_GET_FUN(IsShader) |
| #define glIsTexture GL_IFACE_GET_FUN(IsTexture) |
| #define glLineWidth GL_IFACE_GET_FUN(LineWidth) |
| #define glLinkProgram GL_IFACE_GET_FUN(LinkProgram) |
| #define glPixelStorei GL_IFACE_GET_FUN(PixelStorei) |
| #define glPolygonOffset GL_IFACE_GET_FUN(PolygonOffset) |
| #define glReadPixels GL_IFACE_GET_FUN(ReadPixels) |
| #define glReleaseShaderCompiler GL_IFACE_GET_FUN(ReleaseShaderCompiler) |
| #define glRenderbufferStorageEXT GL_IFACE_GET_FUN(RenderbufferStorageEXT) |
| #define glSampleCoverage GL_IFACE_GET_FUN(SampleCoverage) |
| #define glScissor GL_IFACE_GET_FUN(Scissor) |
| #define glShaderBinary GL_IFACE_GET_FUN(ShaderBinary) |
| #define glShaderSource GL_IFACE_GET_FUN(ShaderSource) |
| #define glStencilFunc GL_IFACE_GET_FUN(StencilFunc) |
| #define glStencilFuncSeparate GL_IFACE_GET_FUN(StencilFuncSeparate) |
| #define glStencilMask GL_IFACE_GET_FUN(StencilMask) |
| #define glStencilMaskSeparate GL_IFACE_GET_FUN(StencilMaskSeparate) |
| #define glStencilOp GL_IFACE_GET_FUN(StencilOp) |
| #define glStencilOpSeparate GL_IFACE_GET_FUN(StencilOpSeparate) |
| #define glTexImage2D GL_IFACE_GET_FUN(TexImage2D) |
| #define glTexParameterf GL_IFACE_GET_FUN(TexParameterf) |
| #define glTexParameterfv GL_IFACE_GET_FUN(TexParameterfv) |
| #define glTexParameteri GL_IFACE_GET_FUN(TexParameteri) |
| #define glTexParameteriv GL_IFACE_GET_FUN(TexParameteriv) |
| #define glTexSubImage2D GL_IFACE_GET_FUN(TexSubImage2D) |
| #define glUniform1f GL_IFACE_GET_FUN(Uniform1f) |
| #define glUniform1fv GL_IFACE_GET_FUN(Uniform1fv) |
| #define glUniform1i GL_IFACE_GET_FUN(Uniform1i) |
| #define glUniform1iv GL_IFACE_GET_FUN(Uniform1iv) |
| #define glUniform2f GL_IFACE_GET_FUN(Uniform2f) |
| #define glUniform2fv GL_IFACE_GET_FUN(Uniform2fv) |
| #define glUniform2i GL_IFACE_GET_FUN(Uniform2i) |
| #define glUniform2iv GL_IFACE_GET_FUN(Uniform2iv) |
| #define glUniform3f GL_IFACE_GET_FUN(Uniform3f) |
| #define glUniform3fv GL_IFACE_GET_FUN(Uniform3fv) |
| #define glUniform3i GL_IFACE_GET_FUN(Uniform3i) |
| #define glUniform3iv GL_IFACE_GET_FUN(Uniform3iv) |
| #define glUniform4f GL_IFACE_GET_FUN(Uniform4f) |
| #define glUniform4fv GL_IFACE_GET_FUN(Uniform4fv) |
| #define glUniform4i GL_IFACE_GET_FUN(Uniform4i) |
| #define glUniform4iv GL_IFACE_GET_FUN(Uniform4iv) |
| #define glUniformMatrix2fv GL_IFACE_GET_FUN(UniformMatrix2fv) |
| #define glUniformMatrix3fv GL_IFACE_GET_FUN(UniformMatrix3fv) |
| #define glUniformMatrix4fv GL_IFACE_GET_FUN(UniformMatrix4fv) |
| #define glUseProgram GL_IFACE_GET_FUN(UseProgram) |
| #define glValidateProgram GL_IFACE_GET_FUN(ValidateProgram) |
| #define glVertexAttrib1f GL_IFACE_GET_FUN(VertexAttrib1f) |
| #define glVertexAttrib1fv GL_IFACE_GET_FUN(VertexAttrib1fv) |
| #define glVertexAttrib2f GL_IFACE_GET_FUN(VertexAttrib2f) |
| #define glVertexAttrib2fv GL_IFACE_GET_FUN(VertexAttrib2fv) |
| #define glVertexAttrib3f GL_IFACE_GET_FUN(VertexAttrib3f) |
| #define glVertexAttrib3fv GL_IFACE_GET_FUN(VertexAttrib3fv) |
| #define glVertexAttrib4f GL_IFACE_GET_FUN(VertexAttrib4f) |
| #define glVertexAttrib4fv GL_IFACE_GET_FUN(VertexAttrib4fv) |
| #define glVertexAttribPointer GL_IFACE_GET_FUN(VertexAttribPointer) |
| #define glViewport GL_IFACE_GET_FUN(Viewport) |
| |
| #endif // GPU_COMMAND_BUFFER_SERVICE_GL_INTERFACE_H_ |
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