/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLTestInterface_DEFINED #define GrGLTestInterface_DEFINED #include "gl/GrGLInterface.h" #include "GrGLDefines.h" /** * Base class for interfaces used for Skia testing. We would like to move this to tools/gpu/gl * when Chromium is no longer using GrGLCreateNullInterface in its unit testing. */ class GrGLTestInterface : public GrGLInterface { public: virtual GrGLvoid activeTexture(GrGLenum texture) {} virtual GrGLvoid attachShader(GrGLuint program, GrGLuint shader) {} virtual GrGLvoid beginQuery(GrGLenum target, GrGLuint id) {} virtual GrGLvoid bindAttribLocation(GrGLuint program, GrGLuint index, const char* name) {} virtual GrGLvoid bindBuffer(GrGLenum target, GrGLuint buffer) {} virtual GrGLvoid bindFramebuffer(GrGLenum target, GrGLuint framebuffer) {} virtual GrGLvoid bindRenderbuffer(GrGLenum target, GrGLuint renderbuffer) {} virtual GrGLvoid bindTexture(GrGLenum target, GrGLuint texture) {} virtual GrGLvoid bindFragDataLocation(GrGLuint program, GrGLuint colorNumber, const GrGLchar* name) {} virtual GrGLvoid bindFragDataLocationIndexed(GrGLuint program, GrGLuint colorNumber, GrGLuint index, const GrGLchar * name) {} virtual GrGLvoid bindVertexArray(GrGLuint array) {} virtual GrGLvoid blendBarrier() {} virtual GrGLvoid blendColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {} virtual GrGLvoid blendEquation(GrGLenum mode) {} virtual GrGLvoid blendFunc(GrGLenum sfactor, GrGLenum dfactor) {} virtual GrGLvoid blitFramebuffer(GrGLint srcX0, GrGLint srcY0, GrGLint srcX1, GrGLint srcY1, GrGLint dstX0, GrGLint dstY0, GrGLint dstX1, GrGLint dstY1, GrGLbitfield mask, GrGLenum filter) {} virtual GrGLvoid bufferData(GrGLenum target, GrGLsizeiptr size, const GrGLvoid* data, GrGLenum usage) {} virtual GrGLvoid bufferSubData(GrGLenum target, GrGLintptr offset, GrGLsizeiptr size, const GrGLvoid* data) {} virtual GrGLenum checkFramebufferStatus(GrGLenum target) { return GR_GL_FRAMEBUFFER_COMPLETE; } virtual GrGLvoid clear(GrGLbitfield mask) {} virtual GrGLvoid clearColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {} virtual GrGLvoid clearStencil(GrGLint s) {} virtual GrGLvoid colorMask(GrGLboolean red, GrGLboolean green, GrGLboolean blue, GrGLboolean alpha) {} virtual GrGLvoid compileShader(GrGLuint shader) {} virtual GrGLvoid compressedTexImage2D(GrGLenum target, GrGLint level, GrGLenum internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLsizei imageSize, const GrGLvoid* data) {} virtual GrGLvoid compressedTexSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLsizei imageSize, const GrGLvoid* data) {} virtual GrGLvoid copyTexSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} virtual GrGLuint createProgram() { return 0; } virtual GrGLuint createShader(GrGLenum type) { return 0; } virtual GrGLvoid cullFace(GrGLenum mode) {} virtual GrGLvoid deleteBuffers(GrGLsizei n, const GrGLuint* buffers) {} virtual GrGLvoid deleteFramebuffers(GrGLsizei n, const GrGLuint *framebuffers) {} virtual GrGLvoid deleteProgram(GrGLuint program) {} virtual GrGLvoid deleteQueries(GrGLsizei n, const GrGLuint *ids) {} virtual GrGLvoid deleteRenderbuffers(GrGLsizei n, const GrGLuint *renderbuffers) {} virtual GrGLvoid deleteShader(GrGLuint shader) {} virtual GrGLvoid deleteTextures(GrGLsizei n, const GrGLuint* textures) {} virtual GrGLvoid deleteVertexArrays(GrGLsizei n, const GrGLuint *arrays) {} virtual GrGLvoid depthMask(GrGLboolean flag) {} virtual GrGLvoid disable(GrGLenum cap) {} virtual GrGLvoid disableVertexAttribArray(GrGLuint index) {} virtual GrGLvoid drawArrays(GrGLenum mode, GrGLint first, GrGLsizei count) {} virtual GrGLvoid drawArraysInstanced(GrGLenum mode, GrGLint first, GrGLsizei count, GrGLsizei primcount) {} virtual GrGLvoid drawArraysIndirect(GrGLenum mode, const GrGLvoid* indirect) {} virtual GrGLvoid drawBuffer(GrGLenum mode) {} virtual GrGLvoid drawBuffers(GrGLsizei n, const GrGLenum* bufs) {} virtual GrGLvoid drawElements(GrGLenum mode, GrGLsizei count, GrGLenum type, const GrGLvoid* indices) {} virtual GrGLvoid drawElementsInstanced(GrGLenum mode, GrGLsizei count, GrGLenum type, const GrGLvoid *indices, GrGLsizei primcount) {} virtual GrGLvoid drawElementsIndirect(GrGLenum mode, GrGLenum type, const GrGLvoid* indirect) {} virtual GrGLvoid drawRangeElements(GrGLenum mode, GrGLuint start, GrGLuint end, GrGLsizei count, GrGLenum type, const GrGLvoid* indices) {} virtual GrGLvoid enable(GrGLenum cap) {} virtual GrGLvoid enableVertexAttribArray(GrGLuint index) {} virtual GrGLvoid endQuery(GrGLenum target) {} virtual GrGLvoid finish() {} virtual GrGLvoid flush() {} virtual GrGLvoid flushMappedBufferRange(GrGLenum target, GrGLintptr offset, GrGLsizeiptr length) {} virtual GrGLvoid framebufferRenderbuffer(GrGLenum target, GrGLenum attachment, GrGLenum renderbuffertarget, GrGLuint renderbuffer) {} virtual GrGLvoid framebufferTexture2D(GrGLenum target, GrGLenum attachment, GrGLenum textarget, GrGLuint texture, GrGLint level) {} virtual GrGLvoid framebufferTexture2DMultisample(GrGLenum target, GrGLenum attachment, GrGLenum textarget, GrGLuint texture, GrGLint level, GrGLsizei samples) {} virtual GrGLvoid frontFace(GrGLenum mode) {} virtual GrGLvoid genBuffers(GrGLsizei n, GrGLuint* buffers) {} virtual GrGLvoid genFramebuffers(GrGLsizei n, GrGLuint *framebuffers) {} virtual GrGLvoid generateMipmap(GrGLenum target) {} virtual GrGLvoid genQueries(GrGLsizei n, GrGLuint *ids) {} virtual GrGLvoid genRenderbuffers(GrGLsizei n, GrGLuint *renderbuffers) {} virtual GrGLvoid genTextures(GrGLsizei n, GrGLuint* textures) {} virtual GrGLvoid genVertexArrays(GrGLsizei n, GrGLuint *arrays) {} virtual GrGLvoid getBufferParameteriv(GrGLenum target, GrGLenum pname, GrGLint* params) {} virtual GrGLenum getError() { return GR_GL_NO_ERROR; } virtual GrGLvoid getFramebufferAttachmentParameteriv(GrGLenum target, GrGLenum attachment, GrGLenum pname, GrGLint* params) {} virtual GrGLvoid getIntegerv(GrGLenum pname, GrGLint* params) {} virtual GrGLvoid getMultisamplefv(GrGLenum pname, GrGLuint index, GrGLfloat* val) {} virtual GrGLvoid getProgramInfoLog(GrGLuint program, GrGLsizei bufsize, GrGLsizei* length, char* infolog) {} virtual GrGLvoid getProgramiv(GrGLuint program, GrGLenum pname, GrGLint* params) {} virtual GrGLvoid getQueryiv(GrGLenum GLtarget, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid getQueryObjecti64v(GrGLuint id, GrGLenum pname, GrGLint64 *params) {} virtual GrGLvoid getQueryObjectiv(GrGLuint id, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid getQueryObjectui64v(GrGLuint id, GrGLenum pname, GrGLuint64 *params) {} virtual GrGLvoid getQueryObjectuiv(GrGLuint id, GrGLenum pname, GrGLuint *params) {} virtual GrGLvoid getRenderbufferParameteriv(GrGLenum target, GrGLenum pname, GrGLint* params) {} virtual GrGLvoid getShaderInfoLog(GrGLuint shader, GrGLsizei bufsize, GrGLsizei* length, char* infolog) {} virtual GrGLvoid getShaderiv(GrGLuint shader, GrGLenum pname, GrGLint* params) {} virtual GrGLvoid getShaderPrecisionFormat(GrGLenum shadertype, GrGLenum precisiontype, GrGLint *range, GrGLint *precision) {} virtual const GrGLubyte* getString(GrGLenum name) { return nullptr; } virtual const GrGLubyte* getStringi(GrGLenum name, GrGLuint index) { return nullptr; } virtual GrGLvoid getTexLevelParameteriv(GrGLenum target, GrGLint level, GrGLenum pname, GrGLint* params) {} virtual GrGLint getUniformLocation(GrGLuint program, const char* name) { return 0; } virtual GrGLvoid insertEventMarker(GrGLsizei length, const char* marker) {} virtual GrGLvoid invalidateBufferData(GrGLuint buffer) {} virtual GrGLvoid invalidateBufferSubData(GrGLuint buffer, GrGLintptr offset, GrGLsizeiptr length) {} virtual GrGLvoid invalidateFramebuffer(GrGLenum target, GrGLsizei numAttachments, const GrGLenum *attachments) {} virtual GrGLvoid invalidateSubFramebuffer(GrGLenum target, GrGLsizei numAttachments, const GrGLenum *attachments, GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid invalidateTexImage(GrGLuint texture, GrGLint level) {} virtual GrGLvoid invalidateTexSubImage(GrGLuint texture, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLint zoffset, GrGLsizei width, GrGLsizei height, GrGLsizei depth) {} virtual GrGLboolean isTexture(GrGLuint texture) { return GR_GL_FALSE; } virtual GrGLvoid lineWidth(GrGLfloat width) {} virtual GrGLvoid linkProgram(GrGLuint program) {} virtual GrGLvoid* mapBuffer(GrGLenum target, GrGLenum access) { return nullptr; } virtual GrGLvoid* mapBufferRange(GrGLenum target, GrGLintptr offset, GrGLsizeiptr length, GrGLbitfield access) { return nullptr; } virtual GrGLvoid* mapBufferSubData(GrGLuint target, GrGLintptr offset, GrGLsizeiptr size, GrGLenum access) { return nullptr; } virtual GrGLvoid* mapTexSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, GrGLenum access) { return nullptr; } virtual GrGLvoid minSampleShading(GrGLfloat value) {} virtual GrGLvoid pixelStorei(GrGLenum pname, GrGLint param) {} virtual GrGLvoid popGroupMarker() {} virtual GrGLvoid pushGroupMarker(GrGLsizei length, const char* marker) {} virtual GrGLvoid queryCounter(GrGLuint id, GrGLenum target) {} virtual GrGLvoid rasterSamples(GrGLuint samples, GrGLboolean fixedsamplelocations) {} virtual GrGLvoid readBuffer(GrGLenum src) {} virtual GrGLvoid readPixels(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, GrGLvoid* pixels) {} virtual GrGLvoid renderbufferStorage(GrGLenum target, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid renderbufferStorageMultisample(GrGLenum target, GrGLsizei samples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid resolveMultisampleFramebuffer() {} virtual GrGLvoid scissor(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid bindUniformLocation(GrGLuint program, GrGLint location, const char* name) {} #if GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE virtual GrGLvoid shaderSource(GrGLuint shader, GrGLsizei count, const char* const * str, const GrGLint* length) {} #else virtual GrGLvoid shaderSource(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length) {} #endif virtual GrGLvoid stencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {} virtual GrGLvoid stencilFuncSeparate(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask) {} virtual GrGLvoid stencilMask(GrGLuint mask) {} virtual GrGLvoid stencilMaskSeparate(GrGLenum face, GrGLuint mask) {} virtual GrGLvoid stencilOp(GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {} virtual GrGLvoid stencilOpSeparate(GrGLenum face, GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {} virtual GrGLvoid texBuffer(GrGLenum target, GrGLenum internalformat, GrGLuint buffer) {} virtual GrGLvoid texImage2D(GrGLenum target, GrGLint level, GrGLint internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {} virtual GrGLvoid texParameteri(GrGLenum target, GrGLenum pname, GrGLint param) {} virtual GrGLvoid texParameteriv(GrGLenum target, GrGLenum pname, const GrGLint* params) {} virtual GrGLvoid texStorage2D(GrGLenum target, GrGLsizei levels, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid discardFramebuffer(GrGLenum target, GrGLsizei numAttachments, const GrGLenum* attachments) {} virtual GrGLvoid texSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {} virtual GrGLvoid textureBarrier() {} virtual GrGLvoid uniform1f(GrGLint location, GrGLfloat v0) {} virtual GrGLvoid uniform1i(GrGLint location, GrGLint v0) {} virtual GrGLvoid uniform1fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} virtual GrGLvoid uniform1iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} virtual GrGLvoid uniform2f(GrGLint location, GrGLfloat v0, GrGLfloat v1) {} virtual GrGLvoid uniform2i(GrGLint location, GrGLint v0, GrGLint v1) {} virtual GrGLvoid uniform2fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} virtual GrGLvoid uniform2iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} virtual GrGLvoid uniform3f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) {} virtual GrGLvoid uniform3i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2) {} virtual GrGLvoid uniform3fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} virtual GrGLvoid uniform3iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} virtual GrGLvoid uniform4f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2, GrGLfloat v3) {} virtual GrGLvoid uniform4i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2, GrGLint v3) {} virtual GrGLvoid uniform4fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} virtual GrGLvoid uniform4iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} virtual GrGLvoid uniformMatrix2fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} virtual GrGLvoid uniformMatrix3fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} virtual GrGLvoid uniformMatrix4fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} virtual GrGLboolean unmapBuffer(GrGLenum target) { return GR_GL_TRUE; } virtual GrGLvoid unmapBufferSubData(const GrGLvoid* mem) {} virtual GrGLvoid unmapTexSubImage2D(const GrGLvoid* mem) {} virtual GrGLvoid useProgram(GrGLuint program) {} virtual GrGLvoid vertexAttrib1f(GrGLuint indx, const GrGLfloat value) {} virtual GrGLvoid vertexAttrib2fv(GrGLuint indx, const GrGLfloat* values) {} virtual GrGLvoid vertexAttrib3fv(GrGLuint indx, const GrGLfloat* values) {} virtual GrGLvoid vertexAttrib4fv(GrGLuint indx, const GrGLfloat* values) {} virtual GrGLvoid vertexAttribDivisor(GrGLuint index, GrGLuint divisor) {} virtual GrGLvoid vertexAttribIPointer(GrGLuint indx, GrGLint size, GrGLenum type, GrGLsizei stride, const GrGLvoid* ptr) {} virtual GrGLvoid vertexAttribPointer(GrGLuint indx, GrGLint size, GrGLenum type, GrGLboolean normalized, GrGLsizei stride, const GrGLvoid* ptr) {} virtual GrGLvoid viewport(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid matrixLoadf(GrGLenum matrixMode, const GrGLfloat* m) {} virtual GrGLvoid matrixLoadIdentity(GrGLenum) {} virtual GrGLvoid pathCommands(GrGLuint path, GrGLsizei numCommands, const GrGLubyte *commands, GrGLsizei numCoords, GrGLenum coordType, const GrGLvoid *coords) {} virtual GrGLvoid pathParameteri(GrGLuint path, GrGLenum pname, GrGLint value) {} virtual GrGLvoid pathParameterf(GrGLuint path, GrGLenum pname, GrGLfloat value) {} virtual GrGLuint genPaths(GrGLsizei range) { return 0; } virtual GrGLvoid deletePaths(GrGLuint path, GrGLsizei range) {} virtual GrGLboolean isPath(GrGLuint path) { return true; } virtual GrGLvoid pathStencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {} virtual GrGLvoid stencilFillPath(GrGLuint path, GrGLenum fillMode, GrGLuint mask) {} virtual GrGLvoid stencilStrokePath(GrGLuint path, GrGLint reference, GrGLuint mask) {} virtual GrGLvoid stencilFillPathInstanced(GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths, GrGLuint pathBase, GrGLenum fillMode, GrGLuint mask, GrGLenum transformType, const GrGLfloat *transformValues) {} virtual GrGLvoid stencilStrokePathInstanced(GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths, GrGLuint pathBase, GrGLint reference, GrGLuint mask, GrGLenum transformType, const GrGLfloat *transformValues) {} virtual GrGLvoid coverFillPath(GrGLuint path, GrGLenum coverMode) {} virtual GrGLvoid coverStrokePath(GrGLuint name, GrGLenum coverMode) {} virtual GrGLvoid coverFillPathInstanced(GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths, GrGLuint pathBase, GrGLenum coverMode, GrGLenum transformType, const GrGLfloat *transformValues) {} virtual GrGLvoid coverStrokePathInstanced(GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths, GrGLuint pathBase, GrGLenum coverMode, GrGLenum transformType, const GrGLfloat* transformValues) {} virtual GrGLvoid stencilThenCoverFillPath(GrGLuint path, GrGLenum fillMode, GrGLuint mask, GrGLenum coverMode) {} virtual GrGLvoid stencilThenCoverStrokePath(GrGLuint path, GrGLint reference, GrGLuint mask, GrGLenum coverMode) {} virtual GrGLvoid stencilThenCoverFillPathInstanced(GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths, GrGLuint pathBase, GrGLenum fillMode, GrGLuint mask, GrGLenum coverMode, GrGLenum transformType, const GrGLfloat *transformValues) {} virtual GrGLvoid stencilThenCoverStrokePathInstanced(GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths, GrGLuint pathBase, GrGLint reference, GrGLuint mask, GrGLenum coverMode, GrGLenum transformType, const GrGLfloat *transformValues) {} virtual GrGLvoid programPathFragmentInputGen(GrGLuint program, GrGLint location, GrGLenum genMode, GrGLint components,const GrGLfloat *coeffs) {} virtual GrGLvoid bindFragmentInputLocation(GrGLuint program, GrGLint location, const GrGLchar* name) {} virtual GrGLint getProgramResourceLocation(GrGLuint program, GrGLenum programInterface, const GrGLchar *name) { return 0; } virtual GrGLvoid coverageModulation(GrGLenum components) {} virtual GrGLvoid multiDrawArraysIndirect(GrGLenum mode, const GrGLvoid *indirect, GrGLsizei drawcount, GrGLsizei stride) {} virtual GrGLvoid multiDrawElementsIndirect(GrGLenum mode, GrGLenum type, const GrGLvoid *indirect, GrGLsizei drawcount, GrGLsizei stride) {} virtual GrGLuint64 getTextureHandle(GrGLuint texture) { return 0; } virtual GrGLuint64 getTextureSamplerHandle(GrGLuint texture, GrGLuint sampler) { return 0; } virtual GrGLvoid makeTextureHandleResident(GrGLuint64 handle) {} virtual GrGLvoid makeTextureHandleNonResident(GrGLuint64 handle) {} virtual GrGLuint64 getImageHandle(GrGLuint texture, GrGLint level, GrGLboolean layered, GrGLint layer, GrGLint format) { return 0; } virtual GrGLvoid makeImageHandleResident(GrGLuint64 handle, GrGLenum access) {} virtual GrGLvoid makeImageHandleNonResident(GrGLuint64 handle) {} virtual GrGLboolean isTextureHandleResident(GrGLuint64 handle) { return GR_GL_FALSE; } virtual GrGLboolean isImageHandleResident(GrGLuint64 handle) { return GR_GL_FALSE; } virtual GrGLvoid uniformHandleui64(GrGLint location, GrGLuint64 v0) {} virtual GrGLvoid uniformHandleui64v(GrGLint location, GrGLsizei count, const GrGLuint64 *value) {} virtual GrGLvoid programUniformHandleui64(GrGLuint program, GrGLint location, GrGLuint64 v0) {} virtual GrGLvoid programUniformHandleui64v(GrGLuint program, GrGLint location, GrGLsizei count, const GrGLuint64 *value) {} virtual GrGLvoid textureParameteri(GrGLuint texture, GrGLenum target, GrGLenum pname, GrGLint param) {} virtual GrGLvoid textureParameteriv(GrGLuint texture, GrGLenum target, GrGLenum pname, const GrGLint *param) {} virtual GrGLvoid textureParameterf(GrGLuint texture, GrGLenum target, GrGLenum pname, float param) {} virtual GrGLvoid textureParameterfv(GrGLuint texture, GrGLenum target, GrGLenum pname, const float *param) {} virtual GrGLvoid textureImage1D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint GrGLinternalformat, GrGLsizei width, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid *pixels) {} virtual GrGLvoid textureImage2D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint GrGLinternalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid *pixels) {} virtual GrGLvoid textureSubImage1D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLsizei width, GrGLenum format, GrGLenum type, const GrGLvoid *pixels) {} virtual GrGLvoid textureSubImage2D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, const GrGLvoid *pixels) {} virtual GrGLvoid copyTextureImage1D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum GrGLinternalformat, GrGLint x, GrGLint y, GrGLsizei width, GrGLint border) {} virtual GrGLvoid copyTextureImage2D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum GrGLinternalformat, GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height, GrGLint border) {} virtual GrGLvoid copyTextureSubImage1D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint x, GrGLint y, GrGLsizei width) {} virtual GrGLvoid copyTextureSubImage2D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid getTextureImage(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum format, GrGLenum type, GrGLvoid *pixels) {} virtual GrGLvoid getTextureParameterfv(GrGLuint texture, GrGLenum target, GrGLenum pname, float *params) {} virtual GrGLvoid getTextureParameteriv(GrGLuint texture, GrGLenum target, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid getTextureLevelParameterfv(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum pname, float *params) {} virtual GrGLvoid getTextureLevelParameteriv(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid textureImage3D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint GrGLinternalformat, GrGLsizei width, GrGLsizei height, GrGLsizei depth, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid *pixels) {} virtual GrGLvoid textureSubImage3D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLint zoffset, GrGLsizei width, GrGLsizei height, GrGLsizei depth, GrGLenum format, GrGLenum type, const GrGLvoid *pixels) {} virtual GrGLvoid copyTextureSubImage3D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLint zoffset, GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid compressedTextureImage3D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum GrGLinternalformat, GrGLsizei width, GrGLsizei height, GrGLsizei depth, GrGLint border, GrGLsizei imageSize, const GrGLvoid *data) {} virtual GrGLvoid compressedTextureImage2D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum GrGLinternalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLsizei imageSize, const GrGLvoid *data) {} virtual GrGLvoid compressedTextureImage1D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLenum GrGLinternalformat, GrGLsizei width, GrGLint border, GrGLsizei imageSize, const GrGLvoid *data) {} virtual GrGLvoid compressedTextureSubImage3D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLint zoffset, GrGLsizei width, GrGLsizei height, GrGLsizei depth, GrGLenum format, GrGLsizei imageSize, const GrGLvoid *data) {} virtual GrGLvoid compressedTextureSubImage2D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLsizei imageSize, const GrGLvoid *data) {} virtual GrGLvoid compressedTextureSubImage1D(GrGLuint texture, GrGLenum target, GrGLint level, GrGLint xoffset, GrGLsizei width, GrGLenum format, GrGLsizei imageSize, const GrGLvoid *data) {} virtual GrGLvoid getCompressedTextureImage(GrGLuint texture, GrGLenum target, GrGLint level, GrGLvoid *img) {} virtual GrGLvoid namedBufferData(GrGLuint buffer, GrGLsizeiptr size, const GrGLvoid *data, GrGLenum usage) {} virtual GrGLvoid namedBufferSubData(GrGLuint buffer, GrGLintptr offset, GrGLsizeiptr size, const GrGLvoid *data) {} virtual GrGLvoid* mapNamedBuffer(GrGLuint buffer, GrGLenum access) { return nullptr; } virtual GrGLboolean unmapNamedBuffer(GrGLuint buffer) { return GR_GL_FALSE; } virtual GrGLvoid getNamedBufferParameteriv(GrGLuint buffer, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid getNamedBufferPointerv(GrGLuint buffer, GrGLenum pname, GrGLvoid* *params) {} virtual GrGLvoid getNamedBufferSubData(GrGLuint buffer, GrGLintptr offset, GrGLsizeiptr size, GrGLvoid *data) {} virtual GrGLvoid programUniform1f(GrGLuint program, GrGLint location, float v0) {} virtual GrGLvoid programUniform2f(GrGLuint program, GrGLint location, float v0, float v1) {} virtual GrGLvoid programUniform3f(GrGLuint program, GrGLint location, float v0, float v1, float v2) {} virtual GrGLvoid programUniform4f(GrGLuint program, GrGLint location, float v0, float v1, float v2, float v3) {} virtual GrGLvoid programUniform1i(GrGLuint program, GrGLint location, GrGLint v0) {} virtual GrGLvoid programUniform2i(GrGLuint program, GrGLint location, GrGLint v0, GrGLint v1) {} virtual GrGLvoid programUniform3i(GrGLuint program, GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2) {} virtual GrGLvoid programUniform4i(GrGLuint program, GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2, GrGLint v3) {} virtual GrGLvoid programUniform1fv(GrGLuint program, GrGLint location, GrGLsizei count, const float *value) {} virtual GrGLvoid programUniform2fv(GrGLuint program, GrGLint location, GrGLsizei count, const float *value) {} virtual GrGLvoid programUniform3fv(GrGLuint program, GrGLint location, GrGLsizei count, const float *value) {} virtual GrGLvoid programUniform4fv(GrGLuint program, GrGLint location, GrGLsizei count, const float *value) {} virtual GrGLvoid programUniform1iv(GrGLuint program, GrGLint location, GrGLsizei count, const GrGLint *value) {} virtual GrGLvoid programUniform2iv(GrGLuint program, GrGLint location, GrGLsizei count, const GrGLint *value) {} virtual GrGLvoid programUniform3iv(GrGLuint program, GrGLint location, GrGLsizei count, const GrGLint *value) {} virtual GrGLvoid programUniform4iv(GrGLuint program, GrGLint location, GrGLsizei count, const GrGLint *value) {} virtual GrGLvoid programUniformMatrix2fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix3fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix4fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix2x3fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix3x2fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix2x4fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix4x2fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix3x4fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid programUniformMatrix4x3fv(GrGLuint program, GrGLint location, GrGLsizei count, GrGLboolean transpose, const float *value) {} virtual GrGLvoid namedRenderbufferStorage(GrGLuint renderbuffer, GrGLenum GrGLinternalformat, GrGLsizei width, GrGLsizei height) {} virtual GrGLvoid getNamedRenderbufferParameteriv(GrGLuint renderbuffer, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid namedRenderbufferStorageMultisample(GrGLuint renderbuffer, GrGLsizei samples, GrGLenum GrGLinternalformat, GrGLsizei width, GrGLsizei height) {} virtual GrGLenum checkNamedFramebufferStatus(GrGLuint framebuffer, GrGLenum target) { return GR_GL_FRAMEBUFFER_COMPLETE; } virtual GrGLvoid namedFramebufferTexture1D(GrGLuint framebuffer, GrGLenum attachment, GrGLenum textarget, GrGLuint texture, GrGLint level) {} virtual GrGLvoid namedFramebufferTexture2D(GrGLuint framebuffer, GrGLenum attachment, GrGLenum textarget, GrGLuint texture, GrGLint level) {} virtual GrGLvoid namedFramebufferTexture3D(GrGLuint framebuffer, GrGLenum attachment, GrGLenum textarget, GrGLuint texture, GrGLint level, GrGLint zoffset) {} virtual GrGLvoid namedFramebufferRenderbuffer(GrGLuint framebuffer, GrGLenum attachment, GrGLenum renderbuffertarget, GrGLuint renderbuffer) {} virtual GrGLvoid getNamedFramebufferAttachmentParameteriv(GrGLuint framebuffer, GrGLenum attachment, GrGLenum pname, GrGLint *params) {} virtual GrGLvoid generateTextureMipmap(GrGLuint texture, GrGLenum target) {} virtual GrGLvoid framebufferDrawBuffer(GrGLuint framebuffer, GrGLenum mode) {} virtual GrGLvoid framebufferDrawBuffers(GrGLuint framebuffer, GrGLsizei n, const GrGLenum *bufs) {} virtual GrGLvoid framebufferReadBuffer(GrGLuint framebuffer, GrGLenum mode) {} virtual GrGLvoid getFramebufferParameteriv(GrGLuint framebuffer, GrGLenum pname, GrGLint *param) {} virtual GrGLvoid namedCopyBufferSubData(GrGLuint readBuffer, GrGLuint writeBuffer, GrGLintptr readOffset, GrGLintptr writeOffset, GrGLsizeiptr size) {} virtual GrGLvoid vertexArrayVertexOffset(GrGLuint vaobj, GrGLuint buffer, GrGLint size, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayColorOffset(GrGLuint vaobj, GrGLuint buffer, GrGLint size, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayEdgeFlagOffset(GrGLuint vaobj, GrGLuint buffer, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayIndexOffset(GrGLuint vaobj, GrGLuint buffer, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayNormalOffset(GrGLuint vaobj, GrGLuint buffer, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayTexCoordOffset(GrGLuint vaobj, GrGLuint buffer, GrGLint size, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayMultiTexCoordOffset(GrGLuint vaobj, GrGLuint buffer, GrGLenum texunit, GrGLint size, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayFogCoordOffset(GrGLuint vaobj, GrGLuint buffer, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArraySecondaryColorOffset(GrGLuint vaobj, GrGLuint buffer, GrGLint size, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayVertexAttribOffset(GrGLuint vaobj, GrGLuint buffer, GrGLuint index, GrGLint size, GrGLenum type, GrGLboolean normalized, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid vertexArrayVertexAttribIOffset(GrGLuint vaobj, GrGLuint buffer, GrGLuint index, GrGLint size, GrGLenum type, GrGLsizei stride, GrGLintptr offset) {} virtual GrGLvoid enableVertexArray(GrGLuint vaobj, GrGLenum array) {} virtual GrGLvoid disableVertexArray(GrGLuint vaobj, GrGLenum array) {} virtual GrGLvoid enableVertexArrayAttrib(GrGLuint vaobj, GrGLuint index) {} virtual GrGLvoid disableVertexArrayAttrib(GrGLuint vaobj, GrGLuint index) {} virtual GrGLvoid getVertexArrayIntegerv(GrGLuint vaobj, GrGLenum pname, GrGLint *param) {} virtual GrGLvoid getVertexArrayPointerv(GrGLuint vaobj, GrGLenum pname, GrGLvoid **param) {} virtual GrGLvoid getVertexArrayIntegeri_v(GrGLuint vaobj, GrGLuint index, GrGLenum pname, GrGLint *param) {} virtual GrGLvoid getVertexArrayPointeri_v(GrGLuint vaobj, GrGLuint index, GrGLenum pname, GrGLvoid **param) {} virtual GrGLvoid* mapNamedBufferRange(GrGLuint buffer, GrGLintptr offset, GrGLsizeiptr length, GrGLbitfield access) { return nullptr; } virtual GrGLvoid flushMappedNamedBufferRange(GrGLuint buffer, GrGLintptr offset, GrGLsizeiptr length) {} virtual GrGLvoid textureBuffer(GrGLuint texture, GrGLenum target, GrGLenum internalformat, GrGLuint buffer) {} virtual GrGLsync fenceSync(GrGLenum condition, GrGLbitfield flags) { return nullptr; } virtual GrGLenum clientWaitSync(GrGLsync sync, GrGLbitfield flags, GrGLuint64 timeout) { return GR_GL_WAIT_FAILED; } virtual GrGLvoid waitSync(GrGLsync sync, GrGLbitfield flags, GrGLuint64 timeout) {} virtual GrGLvoid deleteSync(GrGLsync sync) {} virtual GrGLvoid debugMessageControl(GrGLenum source, GrGLenum type, GrGLenum severity, GrGLsizei count, const GrGLuint* ids, GrGLboolean enabled) {} virtual GrGLvoid debugMessageInsert(GrGLenum source, GrGLenum type, GrGLuint id, GrGLenum severity, GrGLsizei length, const GrGLchar* buf) {} virtual GrGLvoid debugMessageCallback(GRGLDEBUGPROC callback, const GrGLvoid* userParam) {} virtual GrGLuint getDebugMessageLog(GrGLuint count, GrGLsizei bufSize, GrGLenum* sources, GrGLenum* types, GrGLuint* ids, GrGLenum* severities, GrGLsizei* lengths, GrGLchar* messageLog) { return 0; } virtual GrGLvoid pushDebugGroup(GrGLenum source, GrGLuint id, GrGLsizei length, const GrGLchar * message) {} virtual GrGLvoid popDebugGroup() {} virtual GrGLvoid objectLabel(GrGLenum identifier, GrGLuint name, GrGLsizei length, const GrGLchar *label) {} protected: // This must be called by leaf class void init(GrGLStandard standard) { fStandard = standard; fExtensions.init(standard, fFunctions.fGetString, fFunctions.fGetStringi, fFunctions.fGetIntegerv, nullptr, GR_EGL_NO_DISPLAY); } GrGLTestInterface(); }; #endif