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Diffstat (limited to 'app/gfx/gl/gl_interface.h')
-rw-r--r-- | app/gfx/gl/gl_interface.h | 396 |
1 files changed, 396 insertions, 0 deletions
diff --git a/app/gfx/gl/gl_interface.h b/app/gfx/gl/gl_interface.h new file mode 100644 index 0000000..2c9a6fb --- /dev/null +++ b/app/gfx/gl/gl_interface.h @@ -0,0 +1,396 @@ +// Copyright (c) 2010 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 APP_GFX_GL_GL_INTERFACE_H_ +#define APP_GFX_GL_GL_INTERFACE_H_ + +#include "app/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 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 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 IsFramebuffer(GLuint framebuffer) = 0; + + virtual GLboolean IsProgram(GLuint program) = 0; + + virtual GLboolean IsRenderbuffer(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 ReleaseShaderCompiler(void) = 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 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 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 GetMaxValueInBuffer( + GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) = 0; + + private: + static GLInterface* interface_; +}; + +} // namespace gfx + +#endif // APP_GFX_GL_GL_INTERFACE_H_ + + + |