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path: root/src/gpu/gl/debug/GrGLCreateDebugInterface.cpp
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/*
 * Copyright 2012 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */


#include "gl/GrGLInterface.h"
#include "GrDebugGL.h"
#include "GrShaderObj.h"
#include "GrProgramObj.h"
#include "GrBufferObj.h"
#include "GrTextureUnitObj.h"
#include "GrTextureObj.h"
#include "GrFrameBufferObj.h"
#include "GrRenderBufferObj.h"
#include "SkFloatingPoint.h"

// the OpenGLES 2.0 spec says this must be >= 128
static const GrGLint kDefaultMaxVertexUniformVectors = 128;

// the OpenGLES 2.0 spec says this must be >=16
static const GrGLint kDefaultMaxFragmentUniformVectors = 16;

// the OpenGLES 2.0 spec says this must be >= 8
static const GrGLint kDefaultMaxVertexAttribs = 8;

// the OpenGLES 2.0 spec says this must be >= 8
static const GrGLint kDefaultMaxVaryingVectors = 8;

namespace { // suppress no previsous prototype warning

////////////////////////////////////////////////////////////////////////////////
GrGLvoid GR_GL_FUNCTION_TYPE debugGLActiveTexture(GrGLenum texture) {
    
    // Ganesh offsets the texture unit indices
    texture -= GR_GL_TEXTURE0;
    GrAlwaysAssert(texture < GrDebugGL::getInstance()->getMaxTextureUnits());

    GrDebugGL::getInstance()->setCurTextureUnit(texture);
}

////////////////////////////////////////////////////////////////////////////////
GrGLvoid GR_GL_FUNCTION_TYPE debugGLAttachShader(GrGLuint programID, GrGLuint shaderID) {

    GrProgramObj *program = GR_FIND(programID, GrProgramObj, GrDebugGL::kProgram_ObjTypes);
    GrAlwaysAssert(program);

    GrShaderObj *shader = GR_FIND(shaderID, GrShaderObj, GrDebugGL::kShader_ObjTypes);
    GrAlwaysAssert(shader);

    program->AttachShader(shader);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLBeginQuery(GrGLenum target, GrGLuint id) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindAttribLocation(GrGLuint program, GrGLuint index, const char* name) {}

////////////////////////////////////////////////////////////////////////////////
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindTexture(GrGLenum target, GrGLuint textureID) {

    // we don't use cube maps
    GrAlwaysAssert(target == GR_GL_TEXTURE_2D); // || target == GR_GL_TEXTURE_CUBE_MAP);

    // a textureID of 0 is acceptable - it binds to the default texture target
    GrTextureObj *texture = GR_FIND(textureID, GrTextureObj, GrDebugGL::kTexture_ObjTypes);

    GrDebugGL::getInstance()->setTexture(texture);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlendColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFragDataLocation(GrGLuint program, GrGLuint colorNumber, const GrGLchar* name) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlendFunc(GrGLenum sfactor, GrGLenum dfactor) {}

////////////////////////////////////////////////////////////////////////////////
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBufferData(GrGLenum target, GrGLsizeiptr size, const GrGLvoid* data, GrGLenum usage) {
    GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target);
    GrAlwaysAssert(size >= 0);
    GrAlwaysAssert(GR_GL_STREAM_DRAW == usage || GR_GL_STATIC_DRAW == usage || GR_GL_DYNAMIC_DRAW == usage);

    GrBufferObj *buffer = NULL;
    switch (target) {
        case GR_GL_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getArrayBuffer();
            break;
        case GR_GL_ELEMENT_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getElementArrayBuffer();
            break;
        default:
            GrCrash("Unexpected target to glBufferData");
            break;
    }

    GrAlwaysAssert(buffer);
    GrAlwaysAssert(buffer->getBound());

    buffer->allocate(size, reinterpret_cast<const GrGLchar *>(data));
    buffer->setUsage(usage);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLBufferSubData(GrGLenum target, GrGLintptr offset, GrGLsizeiptr size, const GrGLvoid* data) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLClear(GrGLbitfield mask) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLClearColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLClearStencil(GrGLint s) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLColorMask(GrGLboolean red, GrGLboolean green, GrGLboolean blue, GrGLboolean alpha) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLCompileShader(GrGLuint shader) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLCompressedTexImage2D(GrGLenum target, GrGLint level, GrGLenum internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLsizei imageSize, const GrGLvoid* data) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLCullFace(GrGLenum mode) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDepthMask(GrGLboolean flag) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDisable(GrGLenum cap) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDisableVertexAttribArray(GrGLuint index) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawArrays(GrGLenum mode, GrGLint first, GrGLsizei count) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawBuffer(GrGLenum mode) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawBuffers(GrGLsizei n, const GrGLenum* bufs) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawElements(GrGLenum mode, GrGLsizei count, GrGLenum type, const GrGLvoid* indices) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLEnable(GrGLenum cap) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLEnableVertexAttribArray(GrGLuint index) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLEndQuery(GrGLenum target) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLFinish() {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLFlush() {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLFrontFace(GrGLenum mode) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLLineWidth(GrGLfloat width) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLLinkProgram(GrGLuint program) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLPixelStorei(GrGLenum pname, GrGLint param) {

    switch (pname) {
        case GR_GL_UNPACK_ROW_LENGTH:
            GrDebugGL::getInstance()->setUnPackRowLength(param);
            break;
        case GR_GL_PACK_ROW_LENGTH:
            GrDebugGL::getInstance()->setPackRowLength(param);
            break;
        case GR_GL_UNPACK_ALIGNMENT:
            break;
        case GR_GL_PACK_ALIGNMENT:
            GrAlwaysAssert(false);
            break;
        default:
            GrAlwaysAssert(false);
            break;
    }
}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLQueryCounter(GrGLuint id, GrGLenum target) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLReadBuffer(GrGLenum src) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLReadPixels(GrGLint x, GrGLint y, 
                                               GrGLsizei width, GrGLsizei height, 
                                               GrGLenum format, GrGLenum type, 
                                               GrGLvoid* pixels) {

    GrGLint pixelsInRow = width;
    if (0 < GrDebugGL::getInstance()->getPackRowLength()) {
        pixelsInRow = GrDebugGL::getInstance()->getPackRowLength();
    }

    GrGLint componentsPerPixel = 0;

    switch (format) {
        case GR_GL_RGBA:
            // fallthrough
        case GR_GL_BGRA:
            componentsPerPixel = 4;
            break;
        case GR_GL_RGB:
            componentsPerPixel = 3;
            break;
        case GR_GL_RED:
            componentsPerPixel = 1;
            break;
        default:
            GrAlwaysAssert(false);
            break;
    }

    GrGLint alignment = 4;  // the pack alignment (one of 1, 2, 4 or 8)
    // Ganesh currently doesn't support setting GR_GL_PACK_ALIGNMENT

    GrGLint componentSize = 0;  // size (in bytes) of a single component

    switch (type) {
        case GR_GL_UNSIGNED_BYTE:
            componentSize = 1;
            break;
        default:
            GrAlwaysAssert(false);
            break;
    }

    GrGLint rowStride = 0;  // number of components (not bytes) to skip
    if (componentSize >= alignment) {
        rowStride = componentsPerPixel * pixelsInRow;
    } else {
        float fTemp = 
            sk_float_ceil(componentSize * componentsPerPixel * pixelsInRow / 
                          static_cast<float>(alignment));
        rowStride = static_cast<GrGLint>(alignment * fTemp / componentSize);
    }

    GrGLchar *scanline = static_cast<GrGLchar *>(pixels);
    for (int y = 0; y < height; ++y) {
        memset(scanline, 0, componentsPerPixel * componentSize * width);
        scanline += rowStride;
    }
}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLScissor(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLShaderSource(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilFuncSeparate(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilMask(GrGLuint mask) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilMaskSeparate(GrGLenum face, GrGLuint mask) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilOp(GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilOpSeparate(GrGLenum face, GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexImage2D(GrGLenum target, GrGLint level, GrGLint internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexParameteri(GrGLenum target, GrGLenum pname, GrGLint param) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexParameteriv(GrGLenum target, GrGLenum pname, const GrGLint* params) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexStorage2D(GrGLenum target, GrGLsizei levels, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1f(GrGLint location, GrGLfloat v0) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1i(GrGLint location, GrGLint v0) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1iv(GrGLint location, GrGLsizei count, const GrGLint* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2f(GrGLint location, GrGLfloat v0, GrGLfloat v1) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2i(GrGLint location, GrGLint v0, GrGLint v1) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2iv(GrGLint location, GrGLsizei count, const GrGLint* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3iv(GrGLint location, GrGLsizei count, const GrGLint* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2, GrGLfloat v3) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2, GrGLint v3) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4iv(GrGLint location, GrGLsizei count, const GrGLint* v) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix2fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix3fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix4fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLUseProgram(GrGLuint programID) {

    // A programID of 0 is legal
    GrProgramObj *program = GR_FIND(programID, GrProgramObj, GrDebugGL::kProgram_ObjTypes);

    GrDebugGL::getInstance()->useProgram(program);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLVertexAttrib4fv(GrGLuint indx, const GrGLfloat* values) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLVertexAttribPointer(GrGLuint indx, GrGLint size, GrGLenum type, GrGLboolean normalized, GrGLsizei stride, const GrGLvoid* ptr) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLViewport(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFramebuffer(GrGLenum target, GrGLuint frameBufferID) {

    GrAlwaysAssert(GR_GL_FRAMEBUFFER == target);

    // a frameBufferID of 0 is acceptable - it binds to the default frame buffer
    GrFrameBufferObj *frameBuffer = GR_FIND(frameBufferID, GrFrameBufferObj, GrDebugGL::kFrameBuffer_ObjTypes);

    GrDebugGL::getInstance()->setFrameBuffer(frameBuffer);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindRenderbuffer(GrGLenum target, GrGLuint renderBufferID) {

    GrAlwaysAssert(GR_GL_RENDERBUFFER == target);

    // a renderBufferID of 0 is acceptable - it unbinds the bound render buffer
    GrRenderBufferObj *renderBuffer = GR_FIND(renderBufferID, GrRenderBufferObj, GrDebugGL::kRenderBuffer_ObjTypes);

    GrDebugGL::getInstance()->setRenderBuffer(renderBuffer);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteTextures(GrGLsizei n, const GrGLuint* textures) {

    // first potentially unbind the texture
    // TODO: move this into GrDebugGL as unBindTexture?
    for (unsigned int i = 0; i < GrDebugGL::getInstance()->getMaxTextureUnits(); ++i)
    {
        GrTextureUnitObj *pTU = GrDebugGL::getInstance()->getTextureUnit(i);

        if (pTU->getTexture()) {
            for (int j = 0; j < n; ++j) {

                if (textures[j] == pTU->getTexture()->getID()) {
                    // this ID is the current texture - revert the binding to 0
                    pTU->setTexture(NULL);
                }
            }
        }
    }

    // TODO: fuse the following block with DeleteRenderBuffers?
    // Open GL will remove a deleted render buffer from the active frame buffer but not
    // from any other frame buffer
    if (GrDebugGL::getInstance()->getFrameBuffer()) {

        GrFrameBufferObj *frameBuffer = GrDebugGL::getInstance()->getFrameBuffer();

        for (int i = 0; i < n; ++i) {

            if (NULL != frameBuffer->getColor() && textures[i] == frameBuffer->getColor()->getID()) {
                frameBuffer->setColor(NULL);
            } 
            if (NULL != frameBuffer->getDepth() && textures[i] == frameBuffer->getDepth()->getID()) {
                frameBuffer->setDepth(NULL);
            }
            if (NULL != frameBuffer->getStencil() && textures[i] == frameBuffer->getStencil()->getID()) {
                frameBuffer->setStencil(NULL);
            }
        }
    }

    // then actually "delete" the buffers
    for (int i = 0; i < n; ++i) {
        GrTextureObj *buffer = GR_FIND(textures[i], GrTextureObj, GrDebugGL::kTexture_ObjTypes);
        GrAlwaysAssert(buffer);

        // OpenGL gives no guarantees if a texture is deleted while attached to
        // something other than the currently bound frame buffer
        GrAlwaysAssert(!buffer->getBound());

        GrAlwaysAssert(!buffer->getDeleted());
        buffer->deleteAction();
    }

}


GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteFramebuffers(GrGLsizei n, const GrGLuint *frameBuffers) {

    // first potentially unbind the buffers
    if (GrDebugGL::getInstance()->getFrameBuffer()) {
        for (int i = 0; i < n; ++i) {

            if (frameBuffers[i] == GrDebugGL::getInstance()->getFrameBuffer()->getID()) {
                // this ID is the current frame buffer - rebind to the default
                GrDebugGL::getInstance()->setFrameBuffer(NULL);
            }
        }
    }

    // then actually "delete" the buffers
    for (int i = 0; i < n; ++i) {
        GrFrameBufferObj *buffer = GR_FIND(frameBuffers[i], GrFrameBufferObj, GrDebugGL::kFrameBuffer_ObjTypes);
        GrAlwaysAssert(buffer);

        GrAlwaysAssert(!buffer->getDeleted());
        buffer->deleteAction();
    }
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteRenderbuffers(GrGLsizei n, const GrGLuint *renderBuffers) {

    // first potentially unbind the buffers
    if (GrDebugGL::getInstance()->getRenderBuffer()) {
        for (int i = 0; i < n; ++i) {

            if (renderBuffers[i] == GrDebugGL::getInstance()->getRenderBuffer()->getID()) {
                // this ID is the current render buffer - make no render buffer be bound
                GrDebugGL::getInstance()->setRenderBuffer(NULL);
            }
        }
    }

    // TODO: fuse the following block with DeleteTextures?
    // Open GL will remove a deleted render buffer from the active frame buffer but not
    // from any other frame buffer
    if (GrDebugGL::getInstance()->getFrameBuffer()) {

        GrFrameBufferObj *frameBuffer = GrDebugGL::getInstance()->getFrameBuffer();

        for (int i = 0; i < n; ++i) {

            if (NULL != frameBuffer->getColor() && renderBuffers[i] == frameBuffer->getColor()->getID()) {
                frameBuffer->setColor(NULL);
            } 
            if (NULL != frameBuffer->getDepth() && renderBuffers[i] == frameBuffer->getDepth()->getID()) {
                frameBuffer->setDepth(NULL);
            }
            if (NULL != frameBuffer->getStencil() && renderBuffers[i] == frameBuffer->getStencil()->getID()) {
                frameBuffer->setStencil(NULL);
            }
        }
    }

    // then actually "delete" the buffers
    for (int i = 0; i < n; ++i) {
        GrRenderBufferObj *buffer = GR_FIND(renderBuffers[i], GrRenderBufferObj, GrDebugGL::kRenderBuffer_ObjTypes);
        GrAlwaysAssert(buffer);

        // OpenGL gives no guarantees if a render buffer is deleted while attached to
        // something other than the currently bound frame buffer
        GrAlwaysAssert(!buffer->getColorBound());
        GrAlwaysAssert(!buffer->getDepthBound());
        GrAlwaysAssert(!buffer->getStencilBound());

        GrAlwaysAssert(!buffer->getDeleted());
        buffer->deleteAction();
    }
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLFramebufferRenderbuffer(GrGLenum target, GrGLenum attachment, GrGLenum renderbuffertarget, GrGLuint renderBufferID) {

    GrAlwaysAssert(GR_GL_FRAMEBUFFER == target);
    GrAlwaysAssert(GR_GL_COLOR_ATTACHMENT0 == attachment || 
                   GR_GL_DEPTH_ATTACHMENT == attachment || 
                   GR_GL_STENCIL_ATTACHMENT == attachment);
    GrAlwaysAssert(GR_GL_RENDERBUFFER == renderbuffertarget);

    GrFrameBufferObj *framebuffer = GrDebugGL::getInstance()->getFrameBuffer();
    // A render buffer cannot be attached to the default framebuffer
    GrAlwaysAssert(NULL != framebuffer);

    // a renderBufferID of 0 is acceptable - it unbinds the current render buffer
    GrRenderBufferObj *renderbuffer = GR_FIND(renderBufferID, GrRenderBufferObj, GrDebugGL::kRenderBuffer_ObjTypes);

    switch (attachment) {
    case GR_GL_COLOR_ATTACHMENT0:
        framebuffer->setColor(renderbuffer);
        break;
    case GR_GL_DEPTH_ATTACHMENT:
        framebuffer->setDepth(renderbuffer);
        break;
    case GR_GL_STENCIL_ATTACHMENT:
        framebuffer->setStencil(renderbuffer);
        break;
    default:
        GrAlwaysAssert(false);
        break;
    };

}

////////////////////////////////////////////////////////////////////////////////
GrGLvoid GR_GL_FUNCTION_TYPE debugGLFramebufferTexture2D(GrGLenum target, GrGLenum attachment, GrGLenum textarget, GrGLuint textureID, GrGLint level) {

    GrAlwaysAssert(GR_GL_FRAMEBUFFER == target);
    GrAlwaysAssert(GR_GL_COLOR_ATTACHMENT0 == attachment || 
                   GR_GL_DEPTH_ATTACHMENT == attachment || 
                   GR_GL_STENCIL_ATTACHMENT == attachment);
    GrAlwaysAssert(GR_GL_TEXTURE_2D == textarget);

    GrFrameBufferObj *framebuffer = GrDebugGL::getInstance()->getFrameBuffer();
    // A texture cannot be attached to the default framebuffer
    GrAlwaysAssert(NULL != framebuffer);

    // A textureID of 0 is allowed - it unbinds the currently bound texture
    GrTextureObj *texture = GR_FIND(textureID, GrTextureObj, GrDebugGL::kTexture_ObjTypes);
    if (texture) {
        // The texture shouldn't be bound to a texture unit - this could lead to a feedback loop
        GrAlwaysAssert(!texture->getBound());
    }

    GrAlwaysAssert(0 == level);

    switch (attachment) {
    case GR_GL_COLOR_ATTACHMENT0:
        framebuffer->setColor(texture);
        break;
    case GR_GL_DEPTH_ATTACHMENT:
        framebuffer->setDepth(texture);
        break;
    case GR_GL_STENCIL_ATTACHMENT:
        framebuffer->setStencil(texture);
        break;
    default:
        GrAlwaysAssert(false);
        break;
    };
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetFramebufferAttachmentParameteriv(GrGLenum target, GrGLenum attachment, GrGLenum pname, GrGLint* params) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetRenderbufferParameteriv(GrGLenum target, GrGLenum pname, GrGLint* params) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLRenderbufferStorage(GrGLenum target, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLRenderbufferStorageMultisample(GrGLenum target, GrGLsizei samples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlitFramebuffer(GrGLint srcX0, GrGLint srcY0, GrGLint srcX1, GrGLint srcY1, GrGLint dstX0, GrGLint dstY0, GrGLint dstX1, GrGLint dstY1, GrGLbitfield mask, GrGLenum filter) {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLResolveMultisampleFramebuffer() {}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFragDataLocationIndexed(GrGLuint program, GrGLuint colorNumber, GrGLuint index, const GrGLchar * name) {}

GrGLenum GR_GL_FUNCTION_TYPE debugGLCheckFramebufferStatus(GrGLenum target) {

    GrAlwaysAssert(GR_GL_FRAMEBUFFER == target);

    return GR_GL_FRAMEBUFFER_COMPLETE;
}

GrGLuint GR_GL_FUNCTION_TYPE debugGLCreateProgram() {

    GrProgramObj *program = GR_CREATE(GrProgramObj, GrDebugGL::kProgram_ObjTypes);

    return program->getID();
}

GrGLuint GR_GL_FUNCTION_TYPE debugGLCreateShader(GrGLenum type) {
    
    GrAlwaysAssert(GR_GL_VERTEX_SHADER == type || GR_GL_FRAGMENT_SHADER == type);

    GrShaderObj *shader = GR_CREATE(GrShaderObj, GrDebugGL::kShader_ObjTypes);
    shader->setType(type);

    return shader->getID();
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteProgram(GrGLuint programID) {

    GrProgramObj *program = GR_FIND(programID, GrProgramObj, GrDebugGL::kProgram_ObjTypes);
    GrAlwaysAssert(program);

    if (program->getRefCount()) {
        // someone is still using this program so we can't delete it here
        program->setMarkedForDeletion();
    } else {
        program->deleteAction();
    }
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteShader(GrGLuint shaderID) {

    GrShaderObj *shader = GR_FIND(shaderID, GrShaderObj, GrDebugGL::kShader_ObjTypes);
    GrAlwaysAssert(shader);

    if (shader->getRefCount()) {
        // someone is still using this shader so we can't delete it here
        shader->setMarkedForDeletion();
    } else {
        shader->deleteAction();
    }
}

// same function used for all glGen*(GLsize i, GLuint*) functions
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenIds(GrGLsizei n, GrGLuint* ids) {
    static int gCurrID = 1;
    for (int i = 0; i < n; ++i) {
        ids[i] = ++gCurrID;
    }
}

GrGLvoid debugGenObjs(GrDebugGL::GrObjTypes type, GrGLsizei n, GrGLuint* ids) {

   for (int i = 0; i < n; ++i) {
        GrFakeRefObj *obj = GrDebugGL::getInstance()->createObj(type);
        GrAlwaysAssert(obj);
        ids[i] = obj->getID();
    }
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenBuffers(GrGLsizei n, GrGLuint* ids) {

    debugGenObjs(GrDebugGL::kBuffer_ObjTypes, n, ids);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenFramebuffers(GrGLsizei n, GrGLuint* ids) {

    debugGenObjs(GrDebugGL::kFrameBuffer_ObjTypes, n, ids);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenRenderbuffers(GrGLsizei n, GrGLuint* ids) {

    debugGenObjs(GrDebugGL::kRenderBuffer_ObjTypes, n, ids);
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenTextures(GrGLsizei n, GrGLuint* ids) {

    debugGenObjs(GrDebugGL::kTexture_ObjTypes, n, ids);
}

// same delete function for all glDelete*(GLsize i, const GLuint*) except buffers
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteIds(GrGLsizei n, const GrGLuint* ids) {}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindBuffer(GrGLenum target, GrGLuint bufferID) {

    GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target);

    GrBufferObj *buffer = GR_FIND(bufferID, GrBufferObj, GrDebugGL::kBuffer_ObjTypes);
    // 0 is a permissable bufferID - it unbinds the current buffer

    switch (target) {
        case GR_GL_ARRAY_BUFFER:
            GrDebugGL::getInstance()->setArrayBuffer(buffer);
            break;
        case GR_GL_ELEMENT_ARRAY_BUFFER:
            GrDebugGL::getInstance()->setElementArrayBuffer(buffer);
            break;
        default:
            GrCrash("Unexpected target to glBindBuffer");
            break;
    }
}

// deleting a bound buffer has the side effect of binding 0
GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteBuffers(GrGLsizei n, const GrGLuint* ids) {
    // first potentially unbind the buffers
    for (int i = 0; i < n; ++i) {

        if (GrDebugGL::getInstance()->getArrayBuffer() && 
            ids[i] == GrDebugGL::getInstance()->getArrayBuffer()->getID()) {
            // this ID is the current array buffer
            GrDebugGL::getInstance()->setArrayBuffer(NULL);
        }
        if (GrDebugGL::getInstance()->getElementArrayBuffer() && 
            ids[i] == GrDebugGL::getInstance()->getElementArrayBuffer()->getID()) {
            // this ID is the current element array buffer
            GrDebugGL::getInstance()->setElementArrayBuffer(NULL);
        }
    }

    // then actually "delete" the buffers
    for (int i = 0; i < n; ++i) {
        GrBufferObj *buffer = GR_FIND(ids[i], GrBufferObj, GrDebugGL::kBuffer_ObjTypes);
        GrAlwaysAssert(buffer);

        GrAlwaysAssert(!buffer->getDeleted());
        buffer->deleteAction();
    }
}

// map a buffer to the caller's address space
GrGLvoid* GR_GL_FUNCTION_TYPE debugGLMapBuffer(GrGLenum target, GrGLenum access) {

    GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target);
    GrAlwaysAssert(GR_GL_WRITE_ONLY == access); // GR_GL_READ_ONLY == access ||  || GR_GL_READ_WRIT == access);

    GrBufferObj *buffer = NULL;
    switch (target) {
        case GR_GL_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getArrayBuffer();
            break;
        case GR_GL_ELEMENT_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getElementArrayBuffer();
            break;
        default:
            GrCrash("Unexpected target to glMapBuffer");
            break;
    }

    if (buffer) {
        GrAlwaysAssert(!buffer->getMapped());
        buffer->setMapped();
        return buffer->getDataPtr();
    }

    GrAlwaysAssert(false);
    return NULL;        // no buffer bound to the target
}

// remove a buffer from the caller's address space
// TODO: check if the "access" method from "glMapBuffer" was honored 
GrGLboolean GR_GL_FUNCTION_TYPE debugGLUnmapBuffer(GrGLenum target) {

    GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target);

    GrBufferObj *buffer = NULL;
    switch (target) {
        case GR_GL_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getArrayBuffer();
            break;
        case GR_GL_ELEMENT_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getElementArrayBuffer();
            break;
        default:
            GrCrash("Unexpected target to glUnmapBuffer");
            break;
    }

    if (buffer) {
        GrAlwaysAssert(buffer->getMapped());
        buffer->resetMapped();
        return GR_GL_TRUE;
    }

    GrAlwaysAssert(false);
    return GR_GL_FALSE; // GR_GL_INVALID_OPERATION;
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetBufferParameteriv(GrGLenum target, GrGLenum value, GrGLint* params) {

    GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target);
    GrAlwaysAssert(GR_GL_BUFFER_SIZE == value || GR_GL_BUFFER_USAGE == value);

    GrBufferObj *buffer = NULL;
    switch (target) {
        case GR_GL_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getArrayBuffer();
            break;
        case GR_GL_ELEMENT_ARRAY_BUFFER:
            buffer = GrDebugGL::getInstance()->getElementArrayBuffer();
            break;  
    }

    GrAlwaysAssert(buffer);

    switch (value) {
        case GR_GL_BUFFER_MAPPED:
            *params = GR_GL_FALSE;
            if (buffer)
                *params = buffer->getMapped() ? GR_GL_TRUE : GR_GL_FALSE;
            break;
        case GR_GL_BUFFER_SIZE:
            *params = 0;
            if (buffer)
                *params = buffer->getSize();
            break;
        case GR_GL_BUFFER_USAGE:
            *params = GR_GL_STATIC_DRAW;
            if (buffer)
                *params = buffer->getUsage();
            break;
        default:
            GrCrash("Unexpected value to glGetBufferParamateriv");
            break;
    }
};

GrGLenum GR_GL_FUNCTION_TYPE debugGLGetError() {
    return GR_GL_NO_ERROR;
}

GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetIntegerv(GrGLenum pname, GrGLint* params) {
    // TODO: remove from Ganesh the #defines for gets we don't use.
    // We would like to minimize gets overall due to performance issues
    switch (pname) {
        case GR_GL_STENCIL_BITS:
            *params = 8;
            break;
        case GR_GL_SAMPLES:
            *params = 1;
            break;
        case GR_GL_FRAMEBUFFER_BINDING:
            *params = 0;
            break;
        case GR_GL_VIEWPORT:
            params[0] = 0;
            params[1] = 0;
            params[2] = 800;
            params[3] = 600;
            break;
        case GR_GL_MAX_TEXTURE_IMAGE_UNITS:
            *params = 8;
            break;
        case GR_GL_MAX_VERTEX_UNIFORM_VECTORS:
            *params = kDefaultMaxVertexUniformVectors;
            break;
        case GR_GL_MAX_FRAGMENT_UNIFORM_VECTORS:
            *params = kDefaultMaxFragmentUniformVectors;
            break;
        case GR_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
            *params = 16 * 4;
            break;
        case GR_GL_NUM_COMPRESSED_TEXTURE_FORMATS:
            *params = 0;
            break;
        case GR_GL_COMPRESSED_TEXTURE_FORMATS:
            break;
        case GR_GL_MAX_TEXTURE_SIZE:
            *params = 8192;
            break;
        case GR_GL_MAX_RENDERBUFFER_SIZE:
            *params = 8192;
            break;
        case GR_GL_MAX_SAMPLES:
            *params = 32;
            break;
        case GR_GL_MAX_VERTEX_ATTRIBS:
            *params = kDefaultMaxVertexAttribs;
            break;
        case GR_GL_MAX_VARYING_VECTORS:
            *params = kDefaultMaxVaryingVectors;
            break;
        default:
            GrCrash("Unexpected pname to GetIntegerv");
    }
}
// used for both the program and shader info logs
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetInfoLog(GrGLuint program, GrGLsizei bufsize, GrGLsizei* length, char* infolog) {
    if (length) {
        *length = 0;
    }
    if (bufsize > 0) {
        *infolog = 0;
    }
}

// used for both the program and shader params
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetShaderOrProgramiv(GrGLuint program, GrGLenum pname, GrGLint* params) {
    switch (pname) {
        case GR_GL_LINK_STATUS:  // fallthru
        case GR_GL_COMPILE_STATUS:
            *params = GR_GL_TRUE;
            break;
        case GR_GL_INFO_LOG_LENGTH:
            *params = 0;
            break;
        // we don't expect any other pnames
        default:
            GrCrash("Unexpected pname to GetProgramiv");
            break;
    }
}

namespace {
template <typename T>
void query_result(GrGLenum GLtarget, GrGLenum pname, T *params) {
    switch (pname) {
        case GR_GL_QUERY_RESULT_AVAILABLE:
            *params = GR_GL_TRUE;
            break;
        case GR_GL_QUERY_RESULT:
            *params = 0;
            break;
        default:
            GrCrash("Unexpected pname passed to GetQueryObject.");
            break;
    }
}
}

// Queries on the null GL just don't do anything at all. We could potentially make
// the timers work.
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryiv(GrGLenum GLtarget, GrGLenum pname, GrGLint *params) {
    switch (pname) {
        case GR_GL_CURRENT_QUERY:
            *params = 0;
            break;
        case GR_GL_QUERY_COUNTER_BITS:
            *params = 32;
            break;
        default:
            GrCrash("Unexpected pname passed GetQueryiv.");
    }
}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjecti64v(GrGLuint id, GrGLenum pname, GrGLint64 *params) {
    query_result(id, pname, params);
}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectiv(GrGLuint id, GrGLenum pname, GrGLint *params) {
    query_result(id, pname, params);
}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectui64v(GrGLuint id, GrGLenum pname, GrGLuint64 *params) {
    query_result(id, pname, params);
}
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectuiv(GrGLuint id, GrGLenum pname, GrGLuint *params) {
    query_result(id, pname, params);
}

const GrGLubyte* GR_GL_FUNCTION_TYPE debugGLGetString(GrGLenum name) {
    switch (name) {
        case GR_GL_EXTENSIONS:
            return (const GrGLubyte*)"GL_ARB_framebuffer_object GL_ARB_blend_func_extended GL_ARB_timer_query GL_ARB_draw_buffers GL_ARB_occlusion_query GL_EXT_blend_color GL_EXT_stencil_wrap";
        case GR_GL_VERSION:
            return (const GrGLubyte*)"4.0 Null GL";
        case GR_GL_SHADING_LANGUAGE_VERSION:
            return (const GrGLubyte*)"4.20.8 Null GLSL";
        default:
            GrCrash("Unexpected name to GetString");
            return NULL;
    }
}

// we used to use this to query stuff about externally created textures, now we just
// require clients to tell us everything about the texture.
GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetTexLevelParameteriv(GrGLenum target, GrGLint level, GrGLenum pname, GrGLint* params) {
    GrCrash("Should never query texture parameters.");
}

GrGLint GR_GL_FUNCTION_TYPE debugGLGetUniformLocation(GrGLuint program, const char* name) {
    static int gUniLocation = 0;
    return ++gUniLocation;
}

} // end of namespace

////////////////////////////////////////////////////////////////////////////////
struct GrDebugGLInterface : public GrGLInterface {

public:
    GrDebugGLInterface()
        : fWrapped(NULL) {
    }

    void setWrapped(GrGLInterface *interface) {
        fWrapped.reset(interface);
    }

    // TODO: there are some issues w/ wrapping another GL interface inside the
    // debug interface:
    //      Since none of the "gl" methods are member functions they don't get
    //      a "this" pointer through which to access "fWrapped"
    //      This could be worked around by having all of them access the 
    //      "glInterface" pointer - i.e., treating the debug interface as a 
    //      true singleton
    //
    //      The problem with this is that we also want to handle OpenGL 
    //      contexts. The natural way to do this is to have multiple debug 
    //      interfaces. Each of which represents a separate context. The 
    //      static ID count would still uniquify IDs across all of them. 
    //      The problem then is that we couldn't treat the debug GL 
    //      interface as a singleton (since there would be one for each 
    //      context).
    //
    //      The solution to this is probably to alter SkDebugGlContext's 
    //      "makeCurrent" method to make a call like "makeCurrent(this)" to 
    //      the debug GL interface (assuming that the application will create 
    //      multiple SkGLContext's) to let it switch between the active 
    //      context. Everything in the GrDebugGL object would then need to be 
    //      moved to a GrContextObj and the GrDebugGL object would just switch 
    //      between them. Note that this approach would also require that 
    //      SkDebugGLContext wrap an arbitrary other context
    //      and then pass the wrapped interface to the debug GL interface.

protected:
private:

    SkAutoTUnref<GrGLInterface> fWrapped;

    typedef GrGLInterface INHERITED;
};

////////////////////////////////////////////////////////////////////////////////
const GrGLInterface* GrGLCreateDebugInterface() {
    // The gl functions are not context-specific so we create one global 
    // interface
    static SkAutoTUnref<GrGLInterface> glInterface;
    if (!glInterface.get()) {
        GrGLInterface* interface = new GrDebugGLInterface;
        glInterface.reset(interface);
        interface->fBindingsExported = kDesktop_GrGLBinding;
        interface->fActiveTexture = debugGLActiveTexture;
        interface->fAttachShader = debugGLAttachShader;
        interface->fBeginQuery = debugGLBeginQuery;
        interface->fBindAttribLocation = debugGLBindAttribLocation;
        interface->fBindBuffer = debugGLBindBuffer;
        interface->fBindFragDataLocation = debugGLBindFragDataLocation;
        interface->fBindTexture = debugGLBindTexture;
        interface->fBlendColor = debugGLBlendColor;
        interface->fBlendFunc = debugGLBlendFunc;
        interface->fBufferData = debugGLBufferData;
        interface->fBufferSubData = debugGLBufferSubData;
        interface->fClear = debugGLClear;
        interface->fClearColor = debugGLClearColor;
        interface->fClearStencil = debugGLClearStencil;
        interface->fColorMask = debugGLColorMask;
        interface->fCompileShader = debugGLCompileShader;
        interface->fCompressedTexImage2D = debugGLCompressedTexImage2D;
        interface->fCreateProgram = debugGLCreateProgram;
        interface->fCreateShader = debugGLCreateShader;
        interface->fCullFace = debugGLCullFace;
        interface->fDeleteBuffers = debugGLDeleteBuffers;
        interface->fDeleteProgram = debugGLDeleteProgram;
        interface->fDeleteQueries = debugGLDeleteIds;
        interface->fDeleteShader = debugGLDeleteShader;
        interface->fDeleteTextures = debugGLDeleteTextures;
        interface->fDepthMask = debugGLDepthMask;
        interface->fDisable = debugGLDisable;
        interface->fDisableVertexAttribArray = debugGLDisableVertexAttribArray;
        interface->fDrawArrays = debugGLDrawArrays;
        interface->fDrawBuffer = debugGLDrawBuffer;
        interface->fDrawBuffers = debugGLDrawBuffers;
        interface->fDrawElements = debugGLDrawElements;
        interface->fEnable = debugGLEnable;
        interface->fEnableVertexAttribArray = debugGLEnableVertexAttribArray;
        interface->fEndQuery = debugGLEndQuery;
        interface->fFinish = debugGLFinish;
        interface->fFlush = debugGLFlush;
        interface->fFrontFace = debugGLFrontFace;
        interface->fGenBuffers = debugGLGenBuffers;
        interface->fGenQueries = debugGLGenIds;
        interface->fGenTextures = debugGLGenTextures;
        interface->fGetBufferParameteriv = debugGLGetBufferParameteriv;
        interface->fGetError = debugGLGetError;
        interface->fGetIntegerv = debugGLGetIntegerv;
        interface->fGetQueryObjecti64v = debugGLGetQueryObjecti64v;
        interface->fGetQueryObjectiv = debugGLGetQueryObjectiv;
        interface->fGetQueryObjectui64v = debugGLGetQueryObjectui64v;
        interface->fGetQueryObjectuiv = debugGLGetQueryObjectuiv;
        interface->fGetQueryiv = debugGLGetQueryiv;
        interface->fGetProgramInfoLog = debugGLGetInfoLog;
        interface->fGetProgramiv = debugGLGetShaderOrProgramiv;
        interface->fGetShaderInfoLog = debugGLGetInfoLog;
        interface->fGetShaderiv = debugGLGetShaderOrProgramiv;
        interface->fGetString = debugGLGetString;
        interface->fGetTexLevelParameteriv = debugGLGetTexLevelParameteriv;
        interface->fGetUniformLocation = debugGLGetUniformLocation;
        interface->fLineWidth = debugGLLineWidth;
        interface->fLinkProgram = debugGLLinkProgram;
        interface->fPixelStorei = debugGLPixelStorei;
        interface->fQueryCounter = debugGLQueryCounter;
        interface->fReadBuffer = debugGLReadBuffer;
        interface->fReadPixels = debugGLReadPixels;
        interface->fScissor = debugGLScissor;
        interface->fShaderSource = debugGLShaderSource;
        interface->fStencilFunc = debugGLStencilFunc;
        interface->fStencilFuncSeparate = debugGLStencilFuncSeparate;
        interface->fStencilMask = debugGLStencilMask;
        interface->fStencilMaskSeparate = debugGLStencilMaskSeparate;
        interface->fStencilOp = debugGLStencilOp;
        interface->fStencilOpSeparate = debugGLStencilOpSeparate;
        interface->fTexImage2D = debugGLTexImage2D;
        interface->fTexParameteri = debugGLTexParameteri;
        interface->fTexParameteriv = debugGLTexParameteriv;
        interface->fTexSubImage2D = debugGLTexSubImage2D;
        interface->fTexStorage2D = debugGLTexStorage2D;
        interface->fUniform1f = debugGLUniform1f;
        interface->fUniform1i = debugGLUniform1i;
        interface->fUniform1fv = debugGLUniform1fv;
        interface->fUniform1iv = debugGLUniform1iv;
        interface->fUniform2f = debugGLUniform2f;
        interface->fUniform2i = debugGLUniform2i;
        interface->fUniform2fv = debugGLUniform2fv;
        interface->fUniform2iv = debugGLUniform2iv;
        interface->fUniform3f = debugGLUniform3f;
        interface->fUniform3i = debugGLUniform3i;
        interface->fUniform3fv = debugGLUniform3fv;
        interface->fUniform3iv = debugGLUniform3iv;
        interface->fUniform4f = debugGLUniform4f;
        interface->fUniform4i = debugGLUniform4i;
        interface->fUniform4fv = debugGLUniform4fv;
        interface->fUniform4iv = debugGLUniform4iv;
        interface->fUniformMatrix2fv = debugGLUniformMatrix2fv;
        interface->fUniformMatrix3fv = debugGLUniformMatrix3fv;
        interface->fUniformMatrix4fv = debugGLUniformMatrix4fv;
        interface->fUseProgram = debugGLUseProgram;
        interface->fVertexAttrib4fv = debugGLVertexAttrib4fv;
        interface->fVertexAttribPointer = debugGLVertexAttribPointer;
        interface->fViewport = debugGLViewport;
        interface->fBindFramebuffer = debugGLBindFramebuffer;
        interface->fBindRenderbuffer = debugGLBindRenderbuffer;
        interface->fCheckFramebufferStatus = debugGLCheckFramebufferStatus;
        interface->fDeleteFramebuffers = debugGLDeleteFramebuffers;
        interface->fDeleteRenderbuffers = debugGLDeleteRenderbuffers;
        interface->fFramebufferRenderbuffer = debugGLFramebufferRenderbuffer;
        interface->fFramebufferTexture2D = debugGLFramebufferTexture2D;
        interface->fGenFramebuffers = debugGLGenFramebuffers;
        interface->fGenRenderbuffers = debugGLGenRenderbuffers;
        interface->fGetFramebufferAttachmentParameteriv = debugGLGetFramebufferAttachmentParameteriv;
        interface->fGetRenderbufferParameteriv = debugGLGetRenderbufferParameteriv;
        interface->fRenderbufferStorage = debugGLRenderbufferStorage;
        interface->fRenderbufferStorageMultisample = debugGLRenderbufferStorageMultisample;
        interface->fBlitFramebuffer = debugGLBlitFramebuffer;
        interface->fResolveMultisampleFramebuffer = debugGLResolveMultisampleFramebuffer;
        interface->fMapBuffer = debugGLMapBuffer;
        interface->fUnmapBuffer = debugGLUnmapBuffer;
        interface->fBindFragDataLocationIndexed = debugGLBindFragDataLocationIndexed;
    }
    glInterface.get()->ref();
    return glInterface.get();
}