75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
#ifndef _GLUPLATFORM_HPP
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#define _GLUPLATFORM_HPP
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/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES Utilities
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* ------------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief OpenGL platform interface.
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*//*--------------------------------------------------------------------*/
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#include "tcuDefs.hpp"
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#include "gluContextFactory.hpp"
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namespace tcu
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{
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class CommandLine;
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}
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namespace glu
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{
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/*--------------------------------------------------------------------*//*!
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* \brief OpenGL (ES) platform interface
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*
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* OpenGL (ES) platform interface provides abstraction for GL context
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* creation. A single platform may support multiple methods for creating
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* rendering contexts (such as GLX and EGL on Linux). This is accomplished
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* by having a list of GL context factories (m_contextFactoryRegistry).
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*
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* Context factory is selected on run-time using --deqp-gl-context-type
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* command line argument. If no such argument is given, first entry
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* is used as default.
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*
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* See glu::ContextFactory and glu::RenderContext for complete details
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* on the porting layer.
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*
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* If your platform supports EGL and you have implemented eglu::Platform,
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* you may enable EGL support just by registering eglu::GLContextFactory.
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*
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* OpenGL (ES) platform implementation is required by OpenGL (ES) tests.
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* It is NOT required by EGL or OpenCL tests.
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*//*--------------------------------------------------------------------*/
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class Platform
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{
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public:
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Platform (void);
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~Platform (void);
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const ContextFactoryRegistry& getContextFactoryRegistry (void) const { return m_contextFactoryRegistry; }
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protected:
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//! GL context factory registry. Add your context factories here in constructor.
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ContextFactoryRegistry m_contextFactoryRegistry;
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};
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} // glu
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#endif // _GLUPLATFORM_HPP
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