/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLInterface_DEFINED
#define GrGLInterface_DEFINED
#include "GrGLFunctions.h"
#include "GrGLExtensions.h"
#include "SkRefCnt.h"
////////////////////////////////////////////////////////////////////////////////
typedef void(*GrGLFuncPtr)();
struct GrGLInterface;
/**
* Rather than depend on platform-specific GL headers and libraries, we require
* the client to provide a struct of GL function pointers. This struct can be
* specified per-GrContext as a parameter to GrContext::MakeGL. If NULL is
* passed to MakeGL then a "native" GL interface is created. If the native is
* also NULL GrContext creation will fail.
*
* The default interface is returned by GrGLMakeNativeInterface. This function's
* implementation is platform-specific. Several have been provided
* (for GLX, WGL, EGL, etc), along with an implementation that simply returns
* NULL.
*/
SK_API sk_sp<const GrGLInterface> GrGLMakeNativeInterface();
// Deprecated alternative to GrGLMakeNativeInterface().
SK_API const GrGLInterface* GrGLCreateNativeInterface();
/**
* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
* CPU overhead. TODO: We would like to move this to tools/gpu/gl/null but currently
* Chromium is using it in its unit tests.
*/
const SK_API GrGLInterface* GrGLCreateNullInterface(bool enableNVPR = false);
/**
* GrContext uses the following interface to make all calls into OpenGL. When a
* GrContext is created it is given a GrGLInterface. The interface's function
* pointers must be valid for the OpenGL context associated with the GrContext.
* On some platforms, such as Windows, function pointers for OpenGL extensions
* may vary between OpenGL contexts. So the caller must be careful to use a
* GrGLInterface initialized for the correct context. All functions that should
* be available based on the OpenGL's version and extension string must be
* non-NULL or GrContext creation will fail. This can be tested with the
* validate() method when the OpenGL context has been made current.
*/
struct SK_API GrGLInterface : public SkRefCnt {
private:
typedef SkRefCnt INHERITED;
public:
GrGLInterface();
// Validates that the GrGLInterface supports its advertised standard. This means the necessary
// function pointers have been initialized for both the GL version and any advertised
// extensions.
bool validate() const;
// Indicates the type of GL implementation
union {
GrGLStandard fStandard;
GrGLStandard fBindingsExported; // Legacy name, will be remove when Chromium is updated.
};
GrGLExtensions fExtensions;
bool hasExtension(const char ext[]) const { return fExtensions.has(ext); }
/**
* The function pointers are in a struct so that we can have a compiler generated assignment
* operator.
*/
struct Functions {
GrGLFunction<GrGLActiveTextureProc> fActiveTexture;
GrGLFunction<GrGLAttachShaderProc> fAttachShader;
GrGLFunction<GrGLBeginQueryProc> fBeginQuery;
GrGLFunction<GrGLBindAttribLocationProc> fBindAttribLocation;
GrGLFunction<GrGLBindBufferProc> fBindBuffer;
GrGLFunction<GrGLBindFragDataLocationProc> fBindFragDataLocation;
GrGLFunction<GrGLBindFragDataLocationIndexedProc> fBindFragDataLocationIndexed;
GrGLFunction<GrGLBindFramebufferProc> fBindFramebuffer;
GrGLFunction<GrGLBindRenderbufferProc> fBindRenderbuffer;
GrGLFunction<GrGLBindTextureProc> fBindTexture;
GrGLFunction<GrGLBindVertexArrayProc> fBindVertexArray;
GrGLFunction<GrGLBlendBarrierProc> fBlendBarrier;
GrGLFunction<GrGLBlendColorProc> fBlendColor;
GrGLFunction<GrGLBlendEquationProc> fBlendEquation;
GrGLFunction<GrGLBlendFuncProc> fBlendFunc;
GrGLFunction<GrGLBlitFramebufferProc> fBlitFramebuffer;
GrGLFunction<GrGLBufferDataProc> fBufferData;
GrGLFunction<GrGLBufferSubDataProc> fBufferSubData;
GrGLFunction<GrGLCheckFramebufferStatusProc> fCheckFramebufferStatus;
GrGLFunction<GrGLClearProc> fClear;
GrGLFunction<GrGLClearColorProc> fClearColor;
GrGLFunction<GrGLClearStencilProc> fClearStencil;
GrGLFunction<GrGLClearTexImageProc> fClearTexImage;
GrGLFunction<GrGLClearTexSubImageProc> fClearTexSubImage;
GrGLFunction<GrGLColorMaskProc> fColorMask;
GrGLFunction<GrGLCompileShaderProc> fCompileShader;
GrGLFunction<GrGLCompressedTexImage2DProc> fCompressedTexImage2D;
GrGLFunction<GrGLCompressedTexSubImage2DProc> fCompressedTexSubImage2D;
GrGLFunction<GrGLCopyTexSubImage2DProc> fCopyTexSubImage2D;
GrGLFunction<GrGLCreateProgramProc> fCreateProgram;
GrGLFunction<GrGLCreateShaderProc> fCreateShader;
GrGLFunction<GrGLCullFaceProc> fCullFace;
GrGLFunction<GrGLDeleteBuffersProc> fDeleteBuffers;
GrGLFunction<GrGLDeleteFramebuffersProc> fDeleteFramebuffers;
GrGLFunction<GrGLDeleteProgramProc> fDeleteProgram;
GrGLFunction<GrGLDeleteQueriesProc> fDeleteQueries;
GrGLFunction<GrGLDeleteRenderbuffersProc> fDeleteRenderbuffers;
GrGLFunction<GrGLDeleteShaderProc> fDeleteShader;
GrGLFunction<GrGLDeleteTexturesProc> fDeleteTextures;
GrGLFunction<GrGLDeleteVertexArraysProc> fDeleteVertexArrays;
GrGLFunction<GrGLDepthMaskProc> fDepthMask;
GrGLFunction<GrGLDisableProc> fDisable;
GrGLFunction<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
GrGLFunction<GrGLDrawArraysProc> fDrawArrays;
GrGLFunction<GrGLDrawArraysIndirectProc> fDrawArraysIndirect;
GrGLFunction<GrGLDrawArraysInstancedProc> fDrawArraysInstanced;
GrGLFunction<GrGLDrawBufferProc> fDrawBuffer;
GrGLFunction<GrGLDrawBuffersProc> fDrawBuffers;
GrGLFunction<GrGLDrawElementsProc> fDrawElements;
GrGLFunction<GrGLDrawElementsIndirectProc> fDrawElementsIndirect;
GrGLFunction<GrGLDrawElementsInstancedProc> fDrawElementsInstanced;
GrGLFunction<GrGLDrawRangeElementsProc> fDrawRangeElements;
GrGLFunction<GrGLEnableProc> fEnable;
GrGLFunction<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
GrGLFunction<GrGLEndQueryProc> fEndQuery;
GrGLFunction<GrGLFinishProc> fFinish;
GrGLFunction<GrGLFlushProc> fFlush;
GrGLFunction<GrGLFlushMappedBufferRangeProc> fFlushMappedBufferRange;
GrGLFunction<GrGLFramebufferRenderbufferProc> fFramebufferRenderbuffer;
GrGLFunction<GrGLFramebufferTexture2DProc> fFramebufferTexture2D;
GrGLFunction<GrGLFramebufferTexture2DMultisampleProc> fFramebufferTexture2DMultisample;
GrGLFunction<GrGLFrontFaceProc> fFrontFace;
GrGLFunction<GrGLGenBuffersProc> fGenBuffers;
GrGLFunction<GrGLGenFramebuffersProc> fGenFramebuffers;
GrGLFunction<GrGLGenerateMipmapProc> fGenerateMipmap;
GrGLFunction<GrGLGenQueriesProc> fGenQueries;
GrGLFunction<GrGLGenRenderbuffersProc> fGenRenderbuffers;
GrGLFunction<GrGLGenTexturesProc> fGenTextures;
GrGLFunction<GrGLGenVertexArraysProc> fGenVertexArrays;
GrGLFunction<GrGLGetBufferParameterivProc> fGetBufferParameteriv;
GrGLFunction<GrGLGetErrorProc> fGetError;
GrGLFunction<GrGLGetFramebufferAttachmentParameterivProc> fGetFramebufferAttachmentParameteriv;
GrGLFunction<GrGLGetIntegervProc> fGetIntegerv;
GrGLFunction<GrGLGetMultisamplefvProc> fGetMultisamplefv;
GrGLFunction<GrGLGetProgramBinaryProc> fGetProgramBinary;
GrGLFunction<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
GrGLFunction<GrGLGetProgramivProc> fGetProgramiv;
GrGLFunction<GrGLGetQueryObjecti64vProc> fGetQueryObjecti64v;
GrGLFunction<GrGLGetQueryObjectivProc> fGetQueryObjectiv;
GrGLFunction<GrGLGetQueryObjectui64vProc> fGetQueryObjectui64v;
GrGLFunction<GrGLGetQueryObjectuivProc> fGetQueryObjectuiv;
GrGLFunction<GrGLGetQueryivProc> fGetQueryiv;
GrGLFunction<GrGLGetRenderbufferParameterivProc> fGetRenderbufferParameteriv;
GrGLFunction<GrGLGetShaderInfoLogProc> fGetShaderInfoLog;
GrGLFunction<GrGLGetShaderivProc> fGetShaderiv;
GrGLFunction<GrGLGetShaderPrecisionFormatProc> fGetShaderPrecisionFormat;
GrGLFunction<GrGLGetStringProc> fGetString;
GrGLFunction<GrGLGetStringiProc> fGetStringi;
GrGLFunction<GrGLGetTexLevelParameterivProc> fGetTexLevelParameteriv;
GrGLFunction<GrGLGetUniformLocationProc> fGetUniformLocation;
GrGLFunction<GrGLInsertEventMarkerProc> fInsertEventMarker;
GrGLFunction<GrGLInvalidateBufferDataProc> fInvalidateBufferData;
GrGLFunction<GrGLInvalidateBufferSubDataProc> fInvalidateBufferSubData;
GrGLFunction<GrGLInvalidateFramebufferProc> fInvalidateFramebuffer;
GrGLFunction<GrGLInvalidateSubFramebufferProc> fInvalidateSubFramebuffer;
GrGLFunction<GrGLInvalidateTexImageProc> fInvalidateTexImage;
GrGLFunction<GrGLInvalidateTexSubImageProc> fInvalidateTexSubImage;
GrGLFunction<GrGLIsTextureProc> fIsTexture;
GrGLFunction<GrGLLineWidthProc> fLineWidth;
GrGLFunction<GrGLLinkProgramProc> fLinkProgram;
GrGLFunction<GrGLProgramBinaryProc> fProgramBinary;
GrGLFunction<GrGLProgramParameteriProc> fProgramParameteri;
GrGLFunction<GrGLMapBufferProc> fMapBuffer;
GrGLFunction<GrGLMapBufferRangeProc> fMapBufferRange;
GrGLFunction<GrGLMapBufferSubDataProc> fMapBufferSubData;
GrGLFunction<GrGLMapTexSubImage2DProc> fMapTexSubImage2D;
GrGLFunction<GrGLMultiDrawArraysIndirectProc> fMultiDrawArraysIndirect;
GrGLFunction<GrGLMultiDrawElementsIndirectProc> fMultiDrawElementsIndirect;
GrGLFunction<GrGLPixelStoreiProc> fPixelStorei;
GrGLFunction<GrGLPolygonModeProc> fPolygonMode;
GrGLFunction<GrGLPopGroupMarkerProc> fPopGroupMarker;
GrGLFunction<GrGLPushGroupMarkerProc> fPushGroupMarker;
GrGLFunction<GrGLQueryCounterProc> fQueryCounter;
GrGLFunction<GrGLRasterSamplesProc> fRasterSamples;
GrGLFunction<GrGLReadBufferProc> fReadBuffer;
GrGLFunction<GrGLReadPixelsProc> fReadPixels;
GrGLFunction<GrGLRenderbufferStorageProc> fRenderbufferStorage;
// On OpenGL ES there are multiple incompatible extensions that add support for MSAA
// and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
// older extensions for performance reasons or due to ES3 driver bugs. We want the function
// that creates the GrGLInterface to provide all available functions and internally
// we will select among them. They all have a method called glRenderbufferStorageMultisample*.
// So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
// GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
// variations.
//
// If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
// assume the function pointers for the standard (or equivalent GL_ARB) version have
// been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
// functionality.
// GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2EXT;
// GL_APPLE_framebuffer_multisample
GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2APPLE;
// This is used to store the pointer for GL_ARB/EXT/ANGLE/CHROMIUM_framebuffer_multisample or
// the standard function in ES3+ or GL 3.0+.
GrGLFunction<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
GrGLFunction<GrGLBindUniformLocationProc> fBindUniformLocation;
GrGLFunction<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
GrGLFunction<GrGLScissorProc> fScissor;
GrGLFunction<GrGLShaderSourceProc> fShaderSource;
GrGLFunction<GrGLStencilFuncProc> fStencilFunc;
GrGLFunction<GrGLStencilFuncSeparateProc> fStencilFuncSeparate;
GrGLFunction<GrGLStencilMaskProc> fStencilMask;
GrGLFunction<GrGLStencilMaskSeparateProc> fStencilMaskSeparate;
GrGLFunction<GrGLStencilOpProc> fStencilOp;
GrGLFunction<GrGLStencilOpSeparateProc> fStencilOpSeparate;
GrGLFunction<GrGLTexBufferProc> fTexBuffer;
GrGLFunction<GrGLTexBufferRangeProc> fTexBufferRange;
GrGLFunction<GrGLTexImage2DProc> fTexImage2D;
GrGLFunction<GrGLTexParameteriProc> fTexParameteri;
GrGLFunction<GrGLTexParameterivProc> fTexParameteriv;
GrGLFunction<GrGLTexSubImage2DProc> fTexSubImage2D;
GrGLFunction<GrGLTexStorage2DProc> fTexStorage2D;
GrGLFunction<GrGLTextureBarrierProc> fTextureBarrier;
GrGLFunction<GrGLDiscardFramebufferProc> fDiscardFramebuffer;
GrGLFunction<GrGLUniform1fProc> fUniform1f;
GrGLFunction<GrGLUniform1iProc> fUniform1i;
GrGLFunction<GrGLUniform1fvProc> fUniform1fv;
GrGLFunction<GrGLUniform1ivProc> fUniform1iv;
GrGLFunction<GrGLUniform2fProc> fUniform2f;
GrGLFunction<GrGLUniform2iProc> fUniform2i;
GrGLFunction<GrGLUniform2fvProc> fUniform2fv;
GrGLFunction<GrGLUniform2ivProc> fUniform2iv;
GrGLFunction<GrGLUniform3fProc> fUniform3f;
GrGLFunction<GrGLUniform3iProc> fUniform3i;
GrGLFunction<GrGLUniform3fvProc> fUniform3fv;
GrGLFunction<GrGLUniform3ivProc> fUniform3iv;
GrGLFunction<GrGLUniform4fProc> fUniform4f;
GrGLFunction<GrGLUniform4iProc> fUniform4i;
GrGLFunction<GrGLUniform4fvProc> fUniform4fv;
GrGLFunction<GrGLUniform4ivProc> fUniform4iv;
GrGLFunction<GrGLUniformMatrix2fvProc> fUniformMatrix2fv;
GrGLFunction<GrGLUniformMatrix3fvProc> fUniformMatrix3fv;
GrGLFunction<GrGLUniformMatrix4fvProc> fUniformMatrix4fv;
GrGLFunction<GrGLUnmapBufferProc> fUnmapBuffer;
GrGLFunction<GrGLUnmapBufferSubDataProc> fUnmapBufferSubData;
GrGLFunction<GrGLUnmapTexSubImage2DProc> fUnmapTexSubImage2D;
GrGLFunction<GrGLUseProgramProc> fUseProgram;
GrGLFunction<GrGLVertexAttrib1fProc> fVertexAttrib1f;
GrGLFunction<GrGLVertexAttrib2fvProc> fVertexAttrib2fv;
GrGLFunction<GrGLVertexAttrib3fvProc> fVertexAttrib3fv;
GrGLFunction<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
GrGLFunction<GrGLVertexAttribDivisorProc> fVertexAttribDivisor;
GrGLFunction<GrGLVertexAttribIPointerProc> fVertexAttribIPointer;
GrGLFunction<GrGLVertexAttribPointerProc> fVertexAttribPointer;
GrGLFunction<GrGLViewportProc> fViewport;
/* GL_NV_path_rendering */
GrGLFunction<GrGLMatrixLoadfProc> fMatrixLoadf;
GrGLFunction<GrGLMatrixLoadIdentityProc> fMatrixLoadIdentity;
GrGLFunction<GrGLGetProgramResourceLocationProc> fGetProgramResourceLocation;
GrGLFunction<GrGLPathCommandsProc> fPathCommands;
GrGLFunction<GrGLPathParameteriProc> fPathParameteri;
GrGLFunction<GrGLPathParameterfProc> fPathParameterf;
GrGLFunction<GrGLGenPathsProc> fGenPaths;
GrGLFunction<GrGLDeletePathsProc> fDeletePaths;
GrGLFunction<GrGLIsPathProc> fIsPath;
GrGLFunction<GrGLPathStencilFuncProc> fPathStencilFunc;
GrGLFunction<GrGLStencilFillPathProc> fStencilFillPath;
GrGLFunction<GrGLStencilStrokePathProc> fStencilStrokePath;
GrGLFunction<GrGLStencilFillPathInstancedProc> fStencilFillPathInstanced;
GrGLFunction<GrGLStencilStrokePathInstancedProc> fStencilStrokePathInstanced;
GrGLFunction<GrGLCoverFillPathProc> fCoverFillPath;
GrGLFunction<GrGLCoverStrokePathProc> fCoverStrokePath;
GrGLFunction<GrGLCoverFillPathInstancedProc> fCoverFillPathInstanced;
GrGLFunction<GrGLCoverStrokePathInstancedProc> fCoverStrokePathInstanced;
// NV_path_rendering v1.2
GrGLFunction<GrGLStencilThenCoverFillPathProc> fStencilThenCoverFillPath;
GrGLFunction<GrGLStencilThenCoverStrokePathProc> fStencilThenCoverStrokePath;
GrGLFunction<GrGLStencilThenCoverFillPathInstancedProc> fStencilThenCoverFillPathInstanced;
GrGLFunction<GrGLStencilThenCoverStrokePathInstancedProc> fStencilThenCoverStrokePathInstanced;
// NV_path_rendering v1.3
GrGLFunction<GrGLProgramPathFragmentInputGenProc> fProgramPathFragmentInputGen;
// CHROMIUM_path_rendering
GrGLFunction<GrGLBindFragmentInputLocationProc> fBindFragmentInputLocation;
/* NV_framebuffer_mixed_samples */
GrGLFunction<GrGLCoverageModulationProc> fCoverageModulation;
/* ARB_sample_shading */
GrGLFunction<GrGLMinSampleShadingProc> fMinSampleShading;
/* ARB_sync */
GrGLFunction<GrGLFenceSyncProc> fFenceSync;
GrGLFunction<GrGLIsSyncProc> fIsSync;
GrGLFunction<GrGLClientWaitSyncProc> fClientWaitSync;
GrGLFunction<GrGLWaitSyncProc> fWaitSync;
GrGLFunction<GrGLDeleteSyncProc> fDeleteSync;
/* ARB_internalforamt_query */
GrGLFunction<GrGLGetInternalformativProc> fGetInternalformativ;
/* KHR_debug */
GrGLFunction<GrGLDebugMessageControlProc> fDebugMessageControl;
GrGLFunction<GrGLDebugMessageInsertProc> fDebugMessageInsert;
GrGLFunction<GrGLDebugMessageCallbackProc> fDebugMessageCallback;
GrGLFunction<GrGLGetDebugMessageLogProc> fGetDebugMessageLog;
GrGLFunction<GrGLPushDebugGroupProc> fPushDebugGroup;
GrGLFunction<GrGLPopDebugGroupProc> fPopDebugGroup;
GrGLFunction<GrGLObjectLabelProc> fObjectLabel;
/* EXT_window_rectangles */
GrGLFunction<GrGLWindowRectanglesProc> fWindowRectangles;
/* EGL functions */
GrGLFunction<GrEGLCreateImageProc> fEGLCreateImage;
GrGLFunction<GrEGLDestroyImageProc> fEGLDestroyImage;
} fFunctions;
// This exists for internal testing.
virtual void abandon() const {}
};
#endif