// 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_