#ifndef ANGLE_TESTS_GL_RAII_H_
#define ANGLE_TESTS_GL_RAII_H_
#include <functional>
#include "common/debug.h"
#include "util/shader_utils.h"
namespace angle
{
GLGen;
GLDelete;
class GLWrapper : angle::NonCopyable
{ … };
class GLVertexArray : public GLWrapper
{ … };
class GLBuffer : public GLWrapper
{ … };
class GLTexture : public GLWrapper
{ … };
class GLFramebuffer : public GLWrapper
{ … };
class GLMemoryObject : public GLWrapper
{ … };
class GLRenderbuffer : public GLWrapper
{ … };
class GLSampler : public GLWrapper
{ … };
class GLSemaphore : public GLWrapper
{ … };
class GLTransformFeedback : public GLWrapper
{ … };
class GLProgramPipeline : public GLWrapper
{ … };
class GLQueryEXT : public GLWrapper
{ … };
GLQuery;
class GLPerfMonitor : public GLWrapper
{ … };
class GLShader : angle::NonCopyable
{ … };
class GLProgram : angle::NonCopyable
{ … };
#define ANGLE_GL_EMPTY_PROGRAM(name) …
#define ANGLE_GL_PROGRAM(name, vertex, fragment) …
#define ANGLE_GL_PROGRAM_WITH_GS(name, vertex, geometry, fragment) …
#define ANGLE_GL_PROGRAM_WITH_TESS(name, vertex, tcs, tes, fragment) …
#define ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(name, vertex, fragment, tfVaryings, bufferMode) …
#define ANGLE_GL_COMPUTE_PROGRAM(name, compute) …
#define ANGLE_GL_BINARY_OES_PROGRAM(name, binary, binaryFormat) …
#define ANGLE_GL_BINARY_ES3_PROGRAM(name, binary, binaryFormat) …
}
#endif