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 gfxstream { 22 namespace gl { 23 24 GLuint createBuffer(const GLESv2Dispatch* gl, GlBufferData data); 25 26 GLuint loadAndCompileShader(const GLESv2Dispatch* gl, 27 GLenum shaderType, 28 const char* src); 29 30 // Binds the active texture in target to a temporary framebuffer object 31 // and retrieves its texel data using glReadPixels. 32 std::vector<GLubyte> getTextureImageData(const GLESv2Dispatch* gl, 33 GLuint texture, 34 GLenum target, 35 GLint level, 36 GLsizei width, 37 GLsizei height, 38 GLenum format, 39 GLenum type); 40 41 } // namespace gl 42 } // namespace gfxstream 43