protected:
GLApiBase();
- virtual ~GLApiBase();
+ ~GLApiBase() override;
void InitializeBase(DriverGL* driver);
void SignalFlush();
class RealGLApi : public GLApiBase {
public:
RealGLApi();
- virtual ~RealGLApi();
+ ~RealGLApi() override;
void Initialize(DriverGL* driver);
private:
- virtual void glFinishFn() OVERRIDE;
- virtual void glFlushFn() OVERRIDE;
+ void glFinishFn() override;
+ void glFlushFn() override;
};
// Inserts a TRACE for every GL call.
class TraceGLApi : public GLApi {
public:
TraceGLApi(GLApi* gl_api) : gl_api_(gl_api) { }
- virtual ~TraceGLApi();
+ ~TraceGLApi() override;
// Include the auto-generated part of this class. We split this because
// it means we can easily edit the non-auto generated parts right here in
class NoContextGLApi : public GLApi {
public:
NoContextGLApi();
- virtual ~NoContextGLApi();
+ ~NoContextGLApi() override;
// Include the auto-generated part of this class. We split this because
// it means we can easily edit the non-auto generated parts right here in
class VirtualGLApi : public GLApiBase {
public:
VirtualGLApi();
- virtual ~VirtualGLApi();
+ ~VirtualGLApi() override;
void Initialize(DriverGL* driver, GLContext* real_context);
// Sets the current virutal context.
private:
// Overridden functions from GLApiBase
- virtual const GLubyte* glGetStringFn(GLenum name) OVERRIDE;
- virtual void glFinishFn() OVERRIDE;
- virtual void glFlushFn() OVERRIDE;
+ const GLubyte* glGetStringFn(GLenum name) override;
+ void glFinishFn() override;
+ void glFlushFn() override;
// The real context we're running on.
GLContext* real_context_;