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// Copyright (c) 2012 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.
#ifndef UI_GL_GL_IMPLEMENTATION_H_
#define UI_GL_GL_IMPLEMENTATION_H_
#include <string>
#include <vector>
#include "base/native_library.h"
#include "build/build_config.h"
#include "ui/gl/gl_export.h"
#include "ui/gl/gl_switches.h"
namespace gfx {
class GLContext;
// The GL implementation currently in use.
enum GLImplementation {
kGLImplementationNone,
kGLImplementationDesktopGL,
kGLImplementationOSMesaGL,
kGLImplementationAppleGL,
kGLImplementationEGLGLES2,
kGLImplementationMockGL
};
struct GLWindowSystemBindingInfo {
std::string vendor;
std::string version;
std::string extensions;
};
void GetAllowedGLImplementations(std::vector<GLImplementation>* impls);
#if defined(OS_WIN)
typedef void* (WINAPI *GLGetProcAddressProc)(const char* name);
#else
typedef void* (*GLGetProcAddressProc)(const char* name);
#endif
// Initialize a particular GL implementation.
GL_EXPORT bool InitializeGLBindings(GLImplementation implementation);
// Initialize extension function bindings for a GL implementation.
GL_EXPORT bool InitializeGLExtensionBindings(GLImplementation implementation,
GLContext* context);
// Initialize Debug logging wrappers for GL bindings.
void InitializeDebugGLBindings();
GL_EXPORT void ClearGLBindings();
// Set the current GL implementation.
GL_EXPORT void SetGLImplementation(GLImplementation implementation);
// Get the current GL implementation.
GL_EXPORT GLImplementation GetGLImplementation();
// Does the underlying GL support all features from Desktop GL 2.0 that were
// removed from the ES 2.0 spec without requiring specific extension strings.
GL_EXPORT bool HasDesktopGLFeatures();
// Get the GL implementation with a given name.
GLImplementation GetNamedGLImplementation(const std::string& name);
// Get the name of a GL implementation.
const char* GetGLImplementationName(GLImplementation implementation);
// Add a native library to those searched for GL entry points.
void AddGLNativeLibrary(base::NativeLibrary library);
// Unloads all native libraries.
void UnloadGLNativeLibraries();
// Set an additional function that will be called to find GL entry points.
void SetGLGetProcAddressProc(GLGetProcAddressProc proc);
// Find a core (non-extension) entry point in the current GL implementation. On
// EGL based implementations core entry points will not be queried through
// GLGetProcAddressProc.
void* GetGLCoreProcAddress(const char* name);
// Find an entry point in the current GL implementation.
void* GetGLProcAddress(const char* name);
// Return information about the GL window system binding implementation (e.g.,
// EGL, GLX, WGL). Returns true if the information was retrieved successfully.
GL_EXPORT bool GetGLWindowSystemBindingInfo(GLWindowSystemBindingInfo* info);
} // namespace gfx
#endif // UI_GL_GL_IMPLEMENTATION_H_