#include "base/compiler_specific.h"
#include "ui/gl/gl_bindings.h"
-#include "ui/gl/gl_export.h"
namespace gpu {
namespace gles2 {
void ClearGLBindingsGL();
void SetGLToRealGLApi();
void SetGLApi(GLApi* api);
+void SetGLApiToNoContext();
-class GL_EXPORT GLApiBase : public GLApi {
+class GLApiBase : public GLApi {
public:
// 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
GLApiBase();
virtual ~GLApiBase();
void InitializeBase(DriverGL* driver);
+ void SignalFlush();
DriverGL* driver_;
};
// Implemenents the GL API by calling directly into the driver.
-class GL_EXPORT RealGLApi : public GLApiBase {
+class RealGLApi : public GLApiBase {
public:
RealGLApi();
virtual ~RealGLApi();
void Initialize(DriverGL* driver);
+
+ private:
+ virtual void glFinishFn() OVERRIDE;
+ virtual void glFlushFn() OVERRIDE;
};
// Inserts a TRACE for every GL call.
-class GL_EXPORT TraceGLApi : public GLApi {
+class TraceGLApi : public GLApi {
public:
TraceGLApi(GLApi* gl_api) : gl_api_(gl_api) { }
virtual ~TraceGLApi();
GLApi* gl_api_;
};
+// Catches incorrect usage when GL calls are made without a current context.
+class NoContextGLApi : public GLApi {
+ public:
+ NoContextGLApi();
+ virtual ~NoContextGLApi();
+
+ // 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
+ // this file instead of having to edit some template or the code generator.
+ #include "gl_bindings_api_autogen_gl.h"
+};
+
// Implementents the GL API using co-operative state restoring.
// Assumes there is only one real GL context and that multiple virtual contexts
// are implemented above it. Restores the needed state from the current context.
-class GL_EXPORT VirtualGLApi : public GLApiBase {
+class VirtualGLApi : public GLApiBase {
public:
VirtualGLApi();
virtual ~VirtualGLApi();
void OnReleaseVirtuallyCurrent(GLContext* virtual_context);
+private:
// Overridden functions from GLApiBase
virtual const GLubyte* glGetStringFn(GLenum name) OVERRIDE;
+ virtual void glFinishFn() OVERRIDE;
+ virtual void glFlushFn() OVERRIDE;
- private:
// The real context we're running on.
GLContext* real_context_;