/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Context wrapper that exposes sglr API as GL-compatible API. *//*--------------------------------------------------------------------*/ #include "sglrContextWrapper.hpp" #include "sglrContext.hpp" namespace sglr { ContextWrapper::ContextWrapper(void) : m_curCtx(DE_NULL) { } ContextWrapper::~ContextWrapper(void) { } void ContextWrapper::setContext(Context *context) { m_curCtx = context; } Context *ContextWrapper::getCurrentContext(void) const { return m_curCtx; } int ContextWrapper::getWidth(void) const { return m_curCtx->getWidth(); } int ContextWrapper::getHeight(void) const { return m_curCtx->getHeight(); } void ContextWrapper::glViewport(int x, int y, int width, int height) { m_curCtx->viewport(x, y, width, height); } void ContextWrapper::glActiveTexture(uint32_t texture) { m_curCtx->activeTexture(texture); } void ContextWrapper::glBindTexture(uint32_t target, uint32_t texture) { m_curCtx->bindTexture(target, texture); } void ContextWrapper::glGenTextures(int numTextures, uint32_t *textures) { m_curCtx->genTextures(numTextures, textures); } void ContextWrapper::glDeleteTextures(int numTextures, const uint32_t *textures) { m_curCtx->deleteTextures(numTextures, textures); } void ContextWrapper::glBindFramebuffer(uint32_t target, uint32_t framebuffer) { m_curCtx->bindFramebuffer(target, framebuffer); } void ContextWrapper::glGenFramebuffers(int numFramebuffers, uint32_t *framebuffers) { m_curCtx->genFramebuffers(numFramebuffers, framebuffers); } void ContextWrapper::glDeleteFramebuffers(int numFramebuffers, const uint32_t *framebuffers) { m_curCtx->deleteFramebuffers(numFramebuffers, framebuffers); } void ContextWrapper::glBindRenderbuffer(uint32_t target, uint32_t renderbuffer) { m_curCtx->bindRenderbuffer(target, renderbuffer); } void ContextWrapper::glGenRenderbuffers(int numRenderbuffers, uint32_t *renderbuffers) { m_curCtx->genRenderbuffers(numRenderbuffers, renderbuffers); } void ContextWrapper::glDeleteRenderbuffers(int numRenderbuffers, const uint32_t *renderbuffers) { m_curCtx->deleteRenderbuffers(numRenderbuffers, renderbuffers); } void ContextWrapper::glPixelStorei(uint32_t pname, int param) { m_curCtx->pixelStorei(pname, param); } void ContextWrapper::glTexImage1D(uint32_t target, int level, int internalFormat, int width, int border, uint32_t format, uint32_t type, const void *data) { m_curCtx->texImage1D(target, level, (uint32_t)internalFormat, width, border, format, type, data); } void ContextWrapper::glTexImage2D(uint32_t target, int level, int internalFormat, int width, int height, int border, uint32_t format, uint32_t type, const void *data) { m_curCtx->texImage2D(target, level, (uint32_t)internalFormat, width, height, border, format, type, data); } void ContextWrapper::glTexImage3D(uint32_t target, int level, int internalFormat, int width, int height, int depth, int border, uint32_t format, uint32_t type, const void *data) { m_curCtx->texImage3D(target, level, (uint32_t)internalFormat, width, height, depth, border, format, type, data); } void ContextWrapper::glTexSubImage1D(uint32_t target, int level, int xoffset, int width, uint32_t format, uint32_t type, const void *data) { m_curCtx->texSubImage1D(target, level, xoffset, width, format, type, data); } void ContextWrapper::glTexSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int width, int height, uint32_t format, uint32_t type, const void *data) { m_curCtx->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, data); } void ContextWrapper::glTexSubImage3D(uint32_t target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint32_t format, uint32_t type, const void *data) { m_curCtx->texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data); } void ContextWrapper::glCopyTexImage1D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width, int border) { m_curCtx->copyTexImage1D(target, level, internalFormat, x, y, width, border); } void ContextWrapper::glCopyTexImage2D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width, int height, int border) { m_curCtx->copyTexImage2D(target, level, internalFormat, x, y, width, height, border); } void ContextWrapper::glCopyTexSubImage1D(uint32_t target, int level, int xoffset, int x, int y, int width) { m_curCtx->copyTexSubImage1D(target, level, xoffset, x, y, width); } void ContextWrapper::glCopyTexSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { m_curCtx->copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } void ContextWrapper::glTexStorage2D(uint32_t target, int levels, uint32_t internalFormat, int width, int height) { m_curCtx->texStorage2D(target, levels, internalFormat, width, height); } void ContextWrapper::glTexStorage3D(uint32_t target, int levels, uint32_t internalFormat, int width, int height, int depth) { m_curCtx->texStorage3D(target, levels, internalFormat, width, height, depth); } void ContextWrapper::glTexParameteri(uint32_t target, uint32_t pname, int value) { m_curCtx->texParameteri(target, pname, value); } void ContextWrapper::glUseProgram(uint32_t program) { m_curCtx->useProgram(program); } void ContextWrapper::glFramebufferTexture2D(uint32_t target, uint32_t attachment, uint32_t textarget, uint32_t texture, int level) { m_curCtx->framebufferTexture2D(target, attachment, textarget, texture, level); } void ContextWrapper::glFramebufferTextureLayer(uint32_t target, uint32_t attachment, uint32_t texture, int level, int layer) { m_curCtx->framebufferTextureLayer(target, attachment, texture, level, layer); } void ContextWrapper::glFramebufferRenderbuffer(uint32_t target, uint32_t attachment, uint32_t renderbuffertarget, uint32_t renderbuffer) { m_curCtx->framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } uint32_t ContextWrapper::glCheckFramebufferStatus(uint32_t target) { return m_curCtx->checkFramebufferStatus(target); } void ContextWrapper::glGetFramebufferAttachmentParameteriv(uint32_t target, uint32_t attachment, uint32_t pname, int *params) { m_curCtx->getFramebufferAttachmentParameteriv(target, attachment, pname, params); } void ContextWrapper::glRenderbufferStorage(uint32_t target, uint32_t internalformat, int width, int height) { m_curCtx->renderbufferStorage(target, internalformat, width, height); } void ContextWrapper::glRenderbufferStorageMultisample(uint32_t target, int samples, uint32_t internalformat, int width, int height) { m_curCtx->renderbufferStorageMultisample(target, samples, internalformat, width, height); } void ContextWrapper::glBindBuffer(uint32_t target, uint32_t buffer) { m_curCtx->bindBuffer(target, buffer); } void ContextWrapper::glGenBuffers(int n, uint32_t *buffers) { m_curCtx->genBuffers(n, buffers); } void ContextWrapper::glDeleteBuffers(int n, const uint32_t *buffers) { m_curCtx->deleteBuffers(n, buffers); } void ContextWrapper::glBufferData(uint32_t target, intptr_t size, const void *data, uint32_t usage) { m_curCtx->bufferData(target, size, data, usage); } void ContextWrapper::glBufferSubData(uint32_t target, intptr_t offset, intptr_t size, const void *data) { m_curCtx->bufferSubData(target, offset, size, data); } void ContextWrapper::glClearColor(float red, float green, float blue, float alpha) { m_curCtx->clearColor(red, green, blue, alpha); } void ContextWrapper::glClearDepthf(float depth) { m_curCtx->clearDepthf(depth); } void ContextWrapper::glClearStencil(int stencil) { m_curCtx->clearStencil(stencil); } void ContextWrapper::glClear(uint32_t buffers) { m_curCtx->clear(buffers); } void ContextWrapper::glClearBufferiv(uint32_t buffer, int drawbuffer, const int *value) { m_curCtx->clearBufferiv(buffer, drawbuffer, value); } void ContextWrapper::glClearBufferfv(uint32_t buffer, int drawbuffer, const float *value) { m_curCtx->clearBufferfv(buffer, drawbuffer, value); } void ContextWrapper::glClearBufferuiv(uint32_t buffer, int drawbuffer, const uint32_t *value) { m_curCtx->clearBufferuiv(buffer, drawbuffer, value); } void ContextWrapper::glClearBufferfi(uint32_t buffer, int drawbuffer, float depth, int stencil) { m_curCtx->clearBufferfi(buffer, drawbuffer, depth, stencil); } void ContextWrapper::glScissor(int x, int y, int width, int height) { m_curCtx->scissor(x, y, width, height); } void ContextWrapper::glEnable(uint32_t cap) { m_curCtx->enable(cap); } void ContextWrapper::glDisable(uint32_t cap) { m_curCtx->disable(cap); } void ContextWrapper::glStencilFunc(uint32_t func, int ref, uint32_t mask) { m_curCtx->stencilFunc(func, ref, mask); } void ContextWrapper::glStencilOp(uint32_t sfail, uint32_t dpfail, uint32_t dppass) { m_curCtx->stencilOp(sfail, dpfail, dppass); } void ContextWrapper::glDepthFunc(uint32_t func) { m_curCtx->depthFunc(func); } void ContextWrapper::glBlendEquation(uint32_t mode) { m_curCtx->blendEquation(mode); } void ContextWrapper::glBlendEquationSeparate(uint32_t modeRGB, uint32_t modeAlpha) { m_curCtx->blendEquationSeparate(modeRGB, modeAlpha); } void ContextWrapper::glBlendFunc(uint32_t src, uint32_t dst) { m_curCtx->blendFunc(src, dst); } void ContextWrapper::glBlendFuncSeparate(uint32_t srcRGB, uint32_t dstRGB, uint32_t srcAlpha, uint32_t dstAlpha) { m_curCtx->blendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void ContextWrapper::glBlendColor(float red, float green, float blue, float alpha) { m_curCtx->blendColor(red, green, blue, alpha); } void ContextWrapper::glColorMask(bool r, bool g, bool b, bool a) { m_curCtx->colorMask(r, g, b, a); } void ContextWrapper::glDepthMask(bool mask) { m_curCtx->depthMask(mask); } void ContextWrapper::glStencilMask(uint32_t mask) { m_curCtx->stencilMask(mask); } void ContextWrapper::glBlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, uint32_t mask, uint32_t filter) { m_curCtx->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void ContextWrapper::glInvalidateSubFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments, int x, int y, int width, int height) { m_curCtx->invalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height); } void ContextWrapper::glInvalidateFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments) { m_curCtx->invalidateFramebuffer(target, numAttachments, attachments); } void ContextWrapper::glReadPixels(int x, int y, int width, int height, uint32_t format, uint32_t type, void *data) { m_curCtx->readPixels(x, y, width, height, format, type, data); } uint32_t ContextWrapper::glGetError(void) { return m_curCtx->getError(); } void ContextWrapper::glGetIntegerv(uint32_t pname, int *params) { m_curCtx->getIntegerv(pname, params); } } // namespace sglr