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41 lines
1.5 KiB
41 lines
1.5 KiB
// Copyright (C) 2018 The Android Open Source Project
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#pragma once
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#include "GLSnapshotTesting.h"
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#include <GLES2/gl2.h>
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#include <GLES3/gl31.h>
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namespace emugl {
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GLuint createBuffer(const GLESv2Dispatch* gl, GlBufferData data);
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GLuint loadAndCompileShader(const GLESv2Dispatch* gl,
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GLenum shaderType,
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const char* src);
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// Binds the active texture in target to a temporary framebuffer object
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// and retrieves its texel data using glReadPixels.
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std::vector<GLubyte> getTextureImageData(const GLESv2Dispatch* gl,
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GLuint texture,
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GLenum target,
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GLint level,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type);
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} // namespace emugl
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