/*
* 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