// 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 mock GL Interface for unit testing. It has to mock // Desktop GL, not GLES2 as it is used to test the service side code. #ifndef APP_GFX_GL_GL_MOCK_H_ #define APP_GFX_GL_GL_MOCK_H_ #include "app/gfx/gl/gl_interface.h" #include "testing/gmock/include/gmock/gmock.h" namespace gfx { class MockGLInterface : public GLInterface { public: virtual ~MockGLInterface() { } MOCK_METHOD1(ActiveTexture, void(GLenum texture)); MOCK_METHOD2(AttachShader, void(GLuint program, GLuint shader)); MOCK_METHOD3(BindAttribLocation, void( GLuint program, GLuint index, const char* name)); MOCK_METHOD2(BindBuffer, void(GLenum target, GLuint buffer)); MOCK_METHOD2(BindFramebufferEXT, void(GLenum target, GLuint framebuffer)); MOCK_METHOD2(BindRenderbufferEXT, void(GLenum target, GLuint renderbuffer)); MOCK_METHOD2(BindTexture, void(GLenum target, GLuint texture)); MOCK_METHOD4(BlendColor, void( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)); MOCK_METHOD1(BlendEquation, void(GLenum mode)); MOCK_METHOD2(BlendEquationSeparate, void(GLenum modeRGB, GLenum modeAlpha)); MOCK_METHOD2(BlendFunc, void(GLenum sfactor, GLenum dfactor)); MOCK_METHOD4(BlendFuncSeparate, void( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)); MOCK_METHOD4(BufferData, void( GLenum target, GLsizeiptr size, const void* data, GLenum usage)); MOCK_METHOD4(BufferSubData, void( GLenum target, GLintptr offset, GLsizeiptr size, const void* data)); MOCK_METHOD1(CheckFramebufferStatusEXT, GLenum(GLenum target)); MOCK_METHOD1(Clear, void(GLbitfield mask)); MOCK_METHOD4(ClearColor, void( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)); MOCK_METHOD1(ClearDepth, void(GLclampd depth)); MOCK_METHOD1(ClearDepthf, void(GLclampf depth)); MOCK_METHOD1(ClearStencil, void(GLint s)); MOCK_METHOD4(ColorMask, void( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)); MOCK_METHOD1(CompileShader, void(GLuint shader)); MOCK_METHOD8(CompressedTexImage2D, void( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)); MOCK_METHOD9(CompressedTexSubImage2D, void( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)); MOCK_METHOD8(CopyTexImage2D, void( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)); MOCK_METHOD8(CopyTexSubImage2D, void( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)); MOCK_METHOD0(CreateProgram, GLuint()); MOCK_METHOD1(CreateShader, GLuint(GLenum type)); MOCK_METHOD1(CullFace, void(GLenum mode)); MOCK_METHOD2(DeleteBuffersARB, void(GLsizei n, const GLuint* buffers)); MOCK_METHOD2(DeleteFramebuffersEXT, void(GLsizei n, const GLuint* framebuffers)); MOCK_METHOD1(DeleteProgram, void(GLuint program)); MOCK_METHOD2(DeleteRenderbuffersEXT, void( GLsizei n, const GLuint* renderbuffers)); MOCK_METHOD1(DeleteShader, void(GLuint shader)); MOCK_METHOD2(DeleteTextures, void(GLsizei n, const GLuint* textures)); MOCK_METHOD1(DepthFunc, void(GLenum func)); MOCK_METHOD1(DepthMask, void(GLboolean flag)); MOCK_METHOD2(DepthRange, void(GLclampd zNear, GLclampd zFar)); MOCK_METHOD2(DepthRangef, void(GLclampf zNear, GLclampf zFar)); MOCK_METHOD2(DetachShader, void(GLuint program, GLuint shader)); MOCK_METHOD1(Disable, void(GLenum cap)); MOCK_METHOD1(DisableVertexAttribArray, void(GLuint index)); MOCK_METHOD3(DrawArrays, void(GLenum mode, GLint first, GLsizei count)); MOCK_METHOD4(DrawElements, void( GLenum mode, GLsizei count, GLenum type, const void* indices)); MOCK_METHOD1(Enable, void(GLenum cap)); MOCK_METHOD1(EnableVertexAttribArray, void(GLuint index)); MOCK_METHOD0(Finish, void()); MOCK_METHOD0(Flush, void()); MOCK_METHOD4(FramebufferRenderbufferEXT, void( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)); MOCK_METHOD5(FramebufferTexture2DEXT, void( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)); MOCK_METHOD1(FrontFace, void(GLenum mode)); MOCK_METHOD2(GenBuffersARB, void(GLsizei n, GLuint* buffers)); MOCK_METHOD1(GenerateMipmapEXT, void(GLenum target)); MOCK_METHOD2(GenFramebuffersEXT, void(GLsizei n, GLuint* framebuffers)); MOCK_METHOD2(GenRenderbuffersEXT, void(GLsizei n, GLuint* renderbuffers)); MOCK_METHOD2(GenTextures, void(GLsizei n, GLuint* textures)); MOCK_METHOD7(GetActiveAttrib, void( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)); MOCK_METHOD7(GetActiveUniform, void( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)); MOCK_METHOD4(GetAttachedShaders, void( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)); MOCK_METHOD2(GetAttribLocation, GLint(GLuint program, const char* name)); MOCK_METHOD2(GetBooleanv, void(GLenum pname, GLboolean* params)); MOCK_METHOD3(GetBufferParameteriv, void( GLenum target, GLenum pname, GLint* params)); MOCK_METHOD0(GetError, GLenum()); MOCK_METHOD2(GetFloatv, void(GLenum pname, GLfloat* params)); MOCK_METHOD4(GetFramebufferAttachmentParameterivEXT, void( GLenum target, GLenum attachment, GLenum pname, GLint* params)); MOCK_METHOD2(GetIntegerv, void(GLenum pname, GLint* params)); MOCK_METHOD3(GetProgramiv, void(GLuint program, GLenum pname, GLint* params)); MOCK_METHOD4(GetProgramInfoLog, void( GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)); MOCK_METHOD3(GetRenderbufferParameterivEXT, void( GLenum target, GLenum pname, GLint* params)); MOCK_METHOD3(GetShaderiv, void(GLuint shader, GLenum pname, GLint* params)); MOCK_METHOD4(GetShaderInfoLog, void( GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)); MOCK_METHOD4(GetShaderPrecisionFormat, void( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)); MOCK_METHOD4(GetShaderSource, void( GLuint shader, GLsizei bufsize, GLsizei* length, char* source)); MOCK_METHOD1(GetString, const GLubyte*(GLenum name)); MOCK_METHOD3(GetTexParameterfv, void( GLenum target, GLenum pname, GLfloat* params)); MOCK_METHOD3(GetTexParameteriv, void( GLenum target, GLenum pname, GLint* params)); MOCK_METHOD3(GetUniformfv, void(GLuint program, GLint location, GLfloat* params)); MOCK_METHOD3(GetUniformiv, void(GLuint program, GLint location, GLint* params)); MOCK_METHOD2(GetUniformLocation, GLint(GLuint program, const char* name)); MOCK_METHOD3(GetVertexAttribfv, void( GLuint index, GLenum pname, GLfloat* params)); MOCK_METHOD3(GetVertexAttribiv, void(GLuint index, GLenum pname, GLint* params)); MOCK_METHOD3(GetVertexAttribPointerv, void( GLuint index, GLenum pname, void** pointer)); MOCK_METHOD2(Hint, void(GLenum target, GLenum mode)); MOCK_METHOD1(IsBuffer, GLboolean(GLuint buffer)); MOCK_METHOD1(IsEnabled, GLboolean(GLenum cap)); MOCK_METHOD1(IsFramebuffer, GLboolean(GLuint framebuffer)); MOCK_METHOD1(IsProgram, GLboolean(GLuint program)); MOCK_METHOD1(IsRenderbuffer, GLboolean(GLuint renderbuffer)); MOCK_METHOD1(IsShader, GLboolean(GLuint shader)); MOCK_METHOD1(IsTexture, GLboolean(GLuint texture)); MOCK_METHOD1(LineWidth, void(GLfloat width)); MOCK_METHOD1(LinkProgram, void(GLuint program)); MOCK_METHOD2(PixelStorei, void(GLenum pname, GLint param)); MOCK_METHOD2(PolygonOffset, void(GLfloat factor, GLfloat units)); MOCK_METHOD7(ReadPixels, void( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)); MOCK_METHOD0(ReleaseShaderCompiler, void()); MOCK_METHOD4(RenderbufferStorageEXT, void( GLenum target, GLenum internalformat, GLsizei width, GLsizei height)); MOCK_METHOD2(SampleCoverage, void(GLclampf value, GLboolean invert)); MOCK_METHOD4(Scissor, void(GLint x, GLint y, GLsizei width, GLsizei height)); MOCK_METHOD5(ShaderBinary, void( GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)); MOCK_METHOD4(ShaderSource, void( GLuint shader, GLsizei count, const char** str, const GLint* length)); MOCK_METHOD3(StencilFunc, void(GLenum func, GLint ref, GLuint mask)); MOCK_METHOD4(StencilFuncSeparate, void( GLenum face, GLenum func, GLint ref, GLuint mask)); MOCK_METHOD1(StencilMask, void(GLuint mask)); MOCK_METHOD2(StencilMaskSeparate, void(GLenum face, GLuint mask)); MOCK_METHOD3(StencilOp, void(GLenum fail, GLenum zfail, GLenum zpass)); MOCK_METHOD4(StencilOpSeparate, void( GLenum face, GLenum fail, GLenum zfail, GLenum zpass)); MOCK_METHOD9(TexImage2D, void( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)); MOCK_METHOD3(TexParameterf, void(GLenum target, GLenum pname, GLfloat param)); MOCK_METHOD3(TexParameterfv, void( GLenum target, GLenum pname, const GLfloat* params)); MOCK_METHOD3(TexParameteri, void(GLenum target, GLenum pname, GLint param)); MOCK_METHOD3(TexParameteriv, void( GLenum target, GLenum pname, const GLint* params)); MOCK_METHOD9(TexSubImage2D, void( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)); MOCK_METHOD2(Uniform1f, void(GLint location, GLfloat x)); MOCK_METHOD3(Uniform1fv, void(GLint location, GLsizei count, const GLfloat* v)); MOCK_METHOD2(Uniform1i, void(GLint location, GLint x)); MOCK_METHOD3(Uniform1iv, void(GLint location, GLsizei count, const GLint* v)); MOCK_METHOD3(Uniform2f, void(GLint location, GLfloat x, GLfloat y)); MOCK_METHOD3(Uniform2fv, void(GLint location, GLsizei count, const GLfloat* v)); MOCK_METHOD3(Uniform2i, void(GLint location, GLint x, GLint y)); MOCK_METHOD3(Uniform2iv, void(GLint location, GLsizei count, const GLint* v)); MOCK_METHOD4(Uniform3f, void(GLint location, GLfloat x, GLfloat y, GLfloat z)); MOCK_METHOD3(Uniform3fv, void(GLint location, GLsizei count, const GLfloat* v)); MOCK_METHOD4(Uniform3i, void(GLint location, GLint x, GLint y, GLint z)); MOCK_METHOD3(Uniform3iv, void(GLint location, GLsizei count, const GLint* v)); MOCK_METHOD5(Uniform4f, void( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)); MOCK_METHOD3(Uniform4fv, void(GLint location, GLsizei count, const GLfloat* v)); MOCK_METHOD5(Uniform4i, void(GLint location, GLint x, GLint y, GLint z, GLint w)); MOCK_METHOD3(Uniform4iv, void(GLint location, GLsizei count, const GLint* v)); MOCK_METHOD4(UniformMatrix2fv, void( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)); MOCK_METHOD4(UniformMatrix3fv, void( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)); MOCK_METHOD4(UniformMatrix4fv, void( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)); MOCK_METHOD1(UseProgram, void(GLuint program)); MOCK_METHOD1(ValidateProgram, void(GLuint program)); MOCK_METHOD2(VertexAttrib1f, void(GLuint indx, GLfloat x)); MOCK_METHOD2(VertexAttrib1fv, void(GLuint indx, const GLfloat* values)); MOCK_METHOD3(VertexAttrib2f, void(GLuint indx, GLfloat x, GLfloat y)); MOCK_METHOD2(VertexAttrib2fv, void(GLuint indx, const GLfloat* values)); MOCK_METHOD4(VertexAttrib3f, void(GLuint indx, GLfloat x, GLfloat y, GLfloat z)); MOCK_METHOD2(VertexAttrib3fv, void(GLuint indx, const GLfloat* values)); MOCK_METHOD5(VertexAttrib4f, void( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)); MOCK_METHOD2(VertexAttrib4fv, void(GLuint indx, const GLfloat* values)); MOCK_METHOD6(VertexAttribPointer, void( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)); MOCK_METHOD4(Viewport, void(GLint x, GLint y, GLsizei width, GLsizei height)); MOCK_METHOD0(SwapBuffers, void()); MOCK_METHOD4(GetMaxValueInBuffer, GLuint( GLuint buffer_id, GLsizei count, GLenum type, GLuint offset)); }; } // namespace gfx #endif // APP_GFX_GL_GL_MOCK_H_