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