// Copyright (c) 2012 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. #ifndef UI_GL_WGL_API_IMPLEMENTATION_H_ #define UI_GL_WGL_API_IMPLEMENTATION_H_ #include "base/compiler_specific.h" #include "ui/gl/gl_bindings.h" #include "ui/gl/gl_export.h" namespace gfx { class GLContext; struct GLWindowSystemBindingInfo; void InitializeGLBindingsWGL(); void InitializeGLExtensionBindingsWGL(GLContext* context); void InitializeDebugGLBindingsWGL(); void ClearGLBindingsWGL(); bool GetGLWindowSystemBindingInfoWGL(GLWindowSystemBindingInfo* info); class GL_EXPORT WGLApiBase : public WGLApi { public: // Include the auto-generated part of this class. We split this because // it means we can easily edit the non-auto generated parts right here in // this file instead of having to edit some template or the code generator. #include "gl_bindings_api_autogen_wgl.h" protected: WGLApiBase(); virtual ~WGLApiBase(); void InitializeBase(DriverWGL* driver); DriverWGL* driver_; }; class GL_EXPORT RealWGLApi : public WGLApiBase { public: RealWGLApi(); virtual ~RealWGLApi(); void Initialize(DriverWGL* driver); }; // Inserts a TRACE for every WGL call. class GL_EXPORT TraceWGLApi : public WGLApi { public: TraceWGLApi(WGLApi* wgl_api) : wgl_api_(wgl_api) { } virtual ~TraceWGLApi(); // Include the auto-generated part of this class. We split this because // it means we can easily edit the non-auto generated parts right here in // this file instead of having to edit some template or the code generator. #include "gl_bindings_api_autogen_wgl.h" private: WGLApi* wgl_api_; }; } // namespace gfx #endif // UI_GL_WGL_API_IMPLEMENTATION_H_