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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_GLX_API_IMPLEMENTATION_H_
#define UI_GL_GLX_API_IMPLEMENTATION_H_
#include "base/compiler_specific.h"
#include "gl_bindings.h"
#include "ui/gl/gl_export.h"
namespace gfx {
class GLContext;
struct GLWindowSystemBindingInfo;
void InitializeGLBindingsGLX();
void InitializeGLExtensionBindingsGLX(GLContext* context);
void InitializeDebugGLBindingsGLX();
void ClearGLBindingsGLX();
bool GetGLWindowSystemBindingInfoGLX(GLWindowSystemBindingInfo* info);
class GL_EXPORT GLXApiBase : public GLXApi {
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
// this file instead of having to edit some template or the code generator.
#include "gl_bindings_api_autogen_glx.h"
protected:
GLXApiBase();
virtual ~GLXApiBase();
void InitializeBase(DriverGLX* driver);
DriverGLX* driver_;
};
class GL_EXPORT RealGLXApi : public GLXApiBase {
public:
RealGLXApi();
virtual ~RealGLXApi();
void Initialize(DriverGLX* driver);
};
// Inserts a TRACE for every GLX call.
class GL_EXPORT TraceGLXApi : public GLXApi {
public:
TraceGLXApi(GLXApi* glx_api) : glx_api_(glx_api) { }
virtual ~TraceGLXApi();
// 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_glx.h"
private:
GLXApi* glx_api_;
};
} // namespace gfx
#endif // UI_GL_GLX_API_IMPLEMENTATION_H_