// Modified from chromium/src/webkit/glue/gl_bindings_skia_cmd_buffer.cc // Copyright (c) 2011 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. #include "gl/GrGLExtensions.h" #include "gl/GrGLInterface.h" #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES #endif #include #include #include const GrGLInterface* GrGLCreateNativeInterface() { static SkAutoTUnref glInterface; if (!glInterface.get()) { GrGLExtensions extensions; if (!extensions.init(kES_GrGLBinding, glGetString, NULL, glGetIntegerv)) { return NULL; } GrGLInterface* interface = new GrGLInterface; glInterface.reset(interface); interface->fBindingsExported = kES_GrGLBinding; interface->fActiveTexture = glActiveTexture; interface->fAttachShader = glAttachShader; interface->fBindAttribLocation = glBindAttribLocation; interface->fBindBuffer = glBindBuffer; interface->fBindTexture = glBindTexture; interface->fBindVertexArray = glBindVertexArrayOES; interface->fBlendColor = glBlendColor; interface->fBlendFunc = glBlendFunc; interface->fBufferData = glBufferData; interface->fBufferSubData = glBufferSubData; interface->fClear = glClear; interface->fClearColor = glClearColor; interface->fClearStencil = glClearStencil; interface->fColorMask = glColorMask; interface->fCompileShader = glCompileShader; interface->fCompressedTexImage2D = glCompressedTexImage2D; interface->fCopyTexSubImage2D = glCopyTexSubImage2D; interface->fCreateProgram = glCreateProgram; interface->fCreateShader = glCreateShader; interface->fCullFace = glCullFace; interface->fDeleteBuffers = glDeleteBuffers; interface->fDeleteProgram = glDeleteProgram; interface->fDeleteShader = glDeleteShader; interface->fDeleteTextures = glDeleteTextures; interface->fDeleteVertexArrays = glDeleteVertexArraysOES; interface->fDepthMask = glDepthMask; interface->fDisable = glDisable; interface->fDisableVertexAttribArray = glDisableVertexAttribArray; interface->fDrawArrays = glDrawArrays; interface->fDrawElements = glDrawElements; interface->fEnable = glEnable; interface->fEnableVertexAttribArray = glEnableVertexAttribArray; interface->fFinish = glFinish; interface->fFlush = glFlush; interface->fFrontFace = glFrontFace; interface->fGenBuffers = glGenBuffers; interface->fGenerateMipmap = glGenerateMipmap; interface->fGenTextures = glGenTextures; interface->fGenVertexArrays = glGenVertexArraysOES; interface->fGetBufferParameteriv = glGetBufferParameteriv; interface->fGetError = glGetError; interface->fGetIntegerv = glGetIntegerv; interface->fGetProgramInfoLog = glGetProgramInfoLog; interface->fGetProgramiv = glGetProgramiv; interface->fGetShaderInfoLog = glGetShaderInfoLog; interface->fGetShaderiv = glGetShaderiv; interface->fGetString = glGetString; interface->fGetUniformLocation = glGetUniformLocation; interface->fLineWidth = glLineWidth; interface->fLinkProgram = glLinkProgram; interface->fPixelStorei = glPixelStorei; interface->fReadPixels = glReadPixels; interface->fScissor = glScissor; #if GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE interface->fShaderSource = (GrGLShaderSourceProc) glShaderSource; #else interface->fShaderSource = glShaderSource; #endif interface->fStencilFunc = glStencilFunc; interface->fStencilFuncSeparate = glStencilFuncSeparate; interface->fStencilMask = glStencilMask; interface->fStencilMaskSeparate = glStencilMaskSeparate; interface->fStencilOp = glStencilOp; interface->fStencilOpSeparate = glStencilOpSeparate; interface->fTexImage2D = glTexImage2D; interface->fTexParameteri = glTexParameteri; interface->fTexParameteriv = glTexParameteriv; interface->fTexSubImage2D = glTexSubImage2D; #if GL_ARB_texture_storage interface->fTexStorage2D = glTexStorage2D; #elif GL_EXT_texture_storage interface->fTexStorage2D = glTexStorage2DEXT; #else interface->fTexStorage2D = (GrGLTexStorage2DProc) eglGetProcAddress("glTexStorage2DEXT"); #endif #if GL_EXT_discard_framebuffer interface->fDiscardFramebuffer = glDiscardFramebufferEXT; #endif interface->fUniform1f = glUniform1f; interface->fUniform1i = glUniform1i; interface->fUniform1fv = glUniform1fv; interface->fUniform1iv = glUniform1iv; interface->fUniform2f = glUniform2f; interface->fUniform2i = glUniform2i; interface->fUniform2fv = glUniform2fv; interface->fUniform2iv = glUniform2iv; interface->fUniform3f = glUniform3f; interface->fUniform3i = glUniform3i; interface->fUniform3fv = glUniform3fv; interface->fUniform3iv = glUniform3iv; interface->fUniform4f = glUniform4f; interface->fUniform4i = glUniform4i; interface->fUniform4fv = glUniform4fv; interface->fUniform4iv = glUniform4iv; interface->fUniformMatrix2fv = glUniformMatrix2fv; interface->fUniformMatrix3fv = glUniformMatrix3fv; interface->fUniformMatrix4fv = glUniformMatrix4fv; interface->fUseProgram = glUseProgram; interface->fVertexAttrib4fv = glVertexAttrib4fv; interface->fVertexAttribPointer = glVertexAttribPointer; interface->fViewport = glViewport; interface->fBindFramebuffer = glBindFramebuffer; interface->fBindRenderbuffer = glBindRenderbuffer; interface->fCheckFramebufferStatus = glCheckFramebufferStatus; interface->fDeleteFramebuffers = glDeleteFramebuffers; interface->fDeleteRenderbuffers = glDeleteRenderbuffers; interface->fFramebufferRenderbuffer = glFramebufferRenderbuffer; interface->fFramebufferTexture2D = glFramebufferTexture2D; if (extensions.has("GL_EXT_multisampled_render_to_texture")) { #if GL_EXT_multisampled_render_to_texture interface->fFramebufferTexture2DMultisample = glFramebufferTexture2DMultisampleEXT; interface->fRenderbufferStorageMultisample = glRenderbufferStorageMultisampleEXT; #else interface->fFramebufferTexture2DMultisample = (GrGLFramebufferTexture2DMultisampleProc) eglGetProcAddress("glFramebufferTexture2DMultisampleEXT"); interface->fRenderbufferStorageMultisample = (GrGLRenderbufferStorageMultisampleProc) eglGetProcAddress("glRenderbufferStorageMultisampleEXT"); #endif } else if (extensions.has("GL_IMG_multisampled_render_to_texture")) { #if GL_IMG_multisampled_render_to_texture interface->fFramebufferTexture2DMultisample = glFramebufferTexture2DMultisampleIMG; interface->fRenderbufferStorageMultisample = glRenderbufferStorageMultisampleIMG; #else interface->fFramebufferTexture2DMultisample = (GrGLFramebufferTexture2DMultisampleProc) eglGetProcAddress("glFramebufferTexture2DMultisampleIMG"); interface->fRenderbufferStorageMultisample = (GrGLRenderbufferStorageMultisampleProc) eglGetProcAddress("glRenderbufferStorageMultisampleIMG"); #endif } interface->fGenFramebuffers = glGenFramebuffers; interface->fGenRenderbuffers = glGenRenderbuffers; interface->fGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameteriv; interface->fGetRenderbufferParameteriv = glGetRenderbufferParameteriv; interface->fRenderbufferStorage = glRenderbufferStorage; #if GL_OES_mapbuffer interface->fMapBuffer = glMapBufferOES; interface->fUnmapBuffer = glUnmapBufferOES; #else interface->fMapBuffer = (GrGLMapBufferProc) eglGetProcAddress("glMapBufferOES"); interface->fUnmapBuffer = (GrGLUnmapBufferProc) eglGetProcAddress("glUnmapBufferOES"); #endif } glInterface.get()->ref(); return glInterface.get(); }