1 // Copyright (C) 2018 The Android Open Source Project 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 #pragma once 15 16 #include "GLSnapshotTesting.h" 17 18 #include <GLES2/gl2.h> 19 #include <GLES3/gl31.h> 20 21 namespace emugl { 22 23 GLuint createBuffer(const GLESv2Dispatch* gl, GlBufferData data); 24 25 GLuint loadAndCompileShader(const GLESv2Dispatch* gl, 26 GLenum shaderType, 27 const char* src); 28 29 // Binds the active texture in target to a temporary framebuffer object 30 // and retrieves its texel data using glReadPixels. 31 std::vector<GLubyte> getTextureImageData(const GLESv2Dispatch* gl, 32 GLuint texture, 33 GLenum target, 34 GLint level, 35 GLsizei width, 36 GLsizei height, 37 GLenum format, 38 GLenum type); 39 40 } // namespace emugl 41