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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