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+// 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_
+
+
+