#define _EVAS_GL_H
#include <Evas.h>
+//#include <GL/gl.h>
#ifdef __cplusplus
extern "C" {
typedef struct _Evas_GL_Context Evas_GL_Context;
typedef struct _Evas_GL_Config Evas_GL_Config;
typedef void* Evas_GL_Func;
+typedef struct _Evas_GL_API Evas_GL_API;
typedef enum _Evas_GL_Color_Format
{
*/
EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3);
-// EAPI Evas_GL *evas_gl_api_get (Evas *e, Evas_GL_API *glapi) EINA_ARG_NONNULL(1, 2);
+EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
+
+#ifndef __gl_h_
+#define __gl_h_
+/*
+ * This document is licensed under the SGI Free Software B License Version
+ * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
+ */
+
+/*-------------------------------------------------------------------------
+ * Data type definitions
+ *-----------------------------------------------------------------------*/
+
+typedef void GLvoid;
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef signed char GLbyte; // Changed khronos_int8_t
+typedef short GLshort;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned char GLubyte; // Changed khronos_uint8_t
+typedef unsigned short GLushort;
+typedef unsigned int GLuint;
+typedef float GLfloat; // Changed khronos_float_t
+typedef float GLclampf; // Changed khronos_float_t
+typedef signed int GLfixed; // Changed khronos_int32_t
+
+/* GL types for handling large vertex buffer objects */
+typedef signed long int GLintptr; // Changed khronos_intptr_t
+typedef signed long int GLsizeiptr; // Changed khronos_ssize_t
+
+//#if (!defined(__gl2_h_) && !defined(__gl_h_))
+
+/* OpenGL ES core versions */
+//#define GL_ES_VERSION_2_0 1
+
+/* ClearBufferMask */
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_COLOR_BUFFER_BIT 0x00004000
+
+/* Boolean */
+#define GL_FALSE 0
+#define GL_TRUE 1
+
+/* BeginMode */
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+
+/* AlphaFunction (not supported in ES20) */
+/* GL_NEVER */
+/* GL_LESS */
+/* GL_EQUAL */
+/* GL_LEQUAL */
+/* GL_GREATER */
+/* GL_NOTEQUAL */
+/* GL_GEQUAL */
+/* GL_ALWAYS */
+
+/* BlendingFactorDest */
+#define GL_ZERO 0
+#define GL_ONE 1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+
+/* BlendingFactorSrc */
+/* GL_ZERO */
+/* GL_ONE */
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+/* GL_SRC_ALPHA */
+/* GL_ONE_MINUS_SRC_ALPHA */
+/* GL_DST_ALPHA */
+/* GL_ONE_MINUS_DST_ALPHA */
+
+/* BlendEquationSeparate */
+#define GL_FUNC_ADD 0x8006
+#define GL_BLEND_EQUATION 0x8009
+#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+
+/* BlendSubtract */
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+
+/* Separate Blend Functions */
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_BLEND_COLOR 0x8005
+
+/* Buffer Objects */
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STATIC_DRAW 0x88E4
+#define GL_DYNAMIC_DRAW 0x88E8
+
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+
+/* CullFaceMode */
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_FRONT_AND_BACK 0x0408
+
+/* DepthFunction */
+/* GL_NEVER */
+/* GL_LESS */
+/* GL_EQUAL */
+/* GL_LEQUAL */
+/* GL_GREATER */
+/* GL_NOTEQUAL */
+/* GL_GEQUAL */
+/* GL_ALWAYS */
+
+/* EnableCap */
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_CULL_FACE 0x0B44
+#define GL_BLEND 0x0BE2
+#define GL_DITHER 0x0BD0
+#define GL_STENCIL_TEST 0x0B90
+#define GL_DEPTH_TEST 0x0B71
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_COVERAGE 0x80A0
+
+/* ErrorCode */
+#define GL_NO_ERROR 0
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_OPERATION 0x0502
+#define GL_OUT_OF_MEMORY 0x0505
+
+/* FrontFaceDirection */
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+
+/* GetPName */
+#define GL_LINE_WIDTH 0x0B21
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#define GL_VIEWPORT 0x0BA2
+#define GL_SCISSOR_BOX 0x0C10
+/* GL_SCISSOR_TEST */
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_ALPHA_BITS 0x0D55
+#define GL_DEPTH_BITS 0x0D56
+#define GL_STENCIL_BITS 0x0D57
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+/* GL_POLYGON_OFFSET_FILL */
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_TEXTURE_BINDING_2D 0x8069
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+
+/* GetTextureParameter */
+/* GL_TEXTURE_MAG_FILTER */
+/* GL_TEXTURE_MIN_FILTER */
+/* GL_TEXTURE_WRAP_S */
+/* GL_TEXTURE_WRAP_T */
+
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+
+/* HintMode */
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+
+/* HintTarget */
+#define GL_GENERATE_MIPMAP_HINT 0x8192
+
+/* DataType */
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_FIXED 0x140C
+
+/* PixelFormat */
+#define GL_DEPTH_COMPONENT 0x1902
+#define GL_ALPHA 0x1906
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+#define GL_LUMINANCE 0x1909
+#define GL_LUMINANCE_ALPHA 0x190A
+
+/* PixelType */
+/* GL_UNSIGNED_BYTE */
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+
+/* Shaders */
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_DELETE_STATUS 0x8B80
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+
+/* StencilFunction */
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+
+/* StencilOp */
+/* GL_ZERO */
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+#define GL_INVERT 0x150A
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+
+/* StringName */
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+
+/* TextureMagFilter */
+#define GL_NEAREST 0x2600
+#define GL_LINEAR 0x2601
+
+/* TextureMinFilter */
+/* GL_NEAREST */
+/* GL_LINEAR */
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+
+/* TextureParameterName */
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+
+/* TextureTarget */
+/* GL_TEXTURE_2D */
+#define GL_TEXTURE 0x1702
+
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+
+/* TextureUnit */
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+
+/* TextureWrapMode */
+#define GL_REPEAT 0x2901
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_MIRRORED_REPEAT 0x8370
+
+/* Uniform Types */
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_CUBE 0x8B60
+
+/* Vertex Arrays */
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+
+/* Read Format */
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+
+/* Shader Source */
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_SHADER_COMPILER 0x8DFA
+
+/* Shader Binary */
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+
+/* Shader Precision-Specified Types */
+#define GL_LOW_FLOAT 0x8DF0
+#define GL_MEDIUM_FLOAT 0x8DF1
+#define GL_HIGH_FLOAT 0x8DF2
+#define GL_LOW_INT 0x8DF3
+#define GL_MEDIUM_INT 0x8DF4
+#define GL_HIGH_INT 0x8DF5
+
+/* Framebuffer Object. */
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGB565 0x8D62
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_STENCIL_INDEX 0x1901
+#define GL_STENCIL_INDEX8 0x8D48
+
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+
+#define GL_NONE 0
+
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+
+#else
+# ifndef EVAS_GL_NO_GL_H_CHECK
+# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
+# endif
+#endif
+
+#define EVAS_GL_API_VERSION 1
+struct _Evas_GL_API
+{
+ int version;
+
+ /* version 1: */
+ void (*glActiveTexture) (GLenum texture);
+ void (*glAttachShader) (GLuint program, GLuint shader);
+ void (*glBindAttribLocation) (GLuint program, GLuint index, const char* name);
+ void (*glBindBuffer) (GLenum target, GLuint buffer);
+ void (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
+ void (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
+ void (*glBindTexture) (GLenum target, GLuint texture);
+ void (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void (*glBlendEquation) ( GLenum mode );
+ void (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha);
+ void (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
+ void (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+ void (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
+ void (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
+ GLenum (*glCheckFramebufferStatus) (GLenum target);
+ void (*glClear) (GLbitfield mask);
+ void (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void (*glClearDepthf) (GLclampf depth);
+ void (*glClearStencil) (GLint s);
+ void (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+ void (*glCompileShader) (GLuint shader);
+ void (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
+ void (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
+ void (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+ void (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+ GLuint (*glCreateProgram) (void);
+ GLuint (*glCreateShader) (GLenum type);
+ void (*glCullFace) (GLenum mode);
+ void (*glDeleteBuffers) (GLsizei n, const GLuint* buffers);
+ void (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
+ void (*glDeleteProgram) (GLuint program);
+ void (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
+ void (*glDeleteShader) (GLuint shader);
+ void (*glDeleteTextures) (GLsizei n, const GLuint* textures);
+ void (*glDepthFunc) (GLenum func);
+ void (*glDepthMask) (GLboolean flag);
+ void (*glDepthRangef) (GLclampf zNear, GLclampf zFar);
+ void (*glDetachShader) (GLuint program, GLuint shader);
+ void (*glDisable) (GLenum cap);
+ void (*glDisableVertexAttribArray) (GLuint index);
+ void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
+ void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices);
+ void (*glEnable) (GLenum cap);
+ void (*glEnableVertexAttribArray) (GLuint index);
+ void (*glFinish) (void);
+ void (*glFlush) (void);
+ void (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+ void (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void (*glFrontFace) (GLenum mode);
+ void (*glGenBuffers) (GLsizei n, GLuint* buffers);
+ void (*glGenerateMipmap) (GLenum target);
+ void (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
+ void (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
+ void (*glGenTextures) (GLsizei n, GLuint* textures);
+ void (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+ int (*glGetAttribLocation) (GLuint program, const char* name);
+ void (*glGetBooleanv) (GLenum pname, GLboolean* params);
+ void (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params);
+ GLenum (*glGetError) (void);
+ void (*glGetFloatv) (GLenum pname, GLfloat* params);
+ void (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void (*glGetIntegerv) (GLenum pname, GLint* params);
+ void (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params);
+ void (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
+ void (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params);
+ void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
+ void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
+ void (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+ void (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
+ const GLubyte* (*glGetString) (GLenum name);
+ void (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
+ void (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
+ void (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params);
+ void (*glGetUniformiv) (GLuint program, GLint location, GLint* params);
+ int (*glGetUniformLocation) (GLuint program, const char* name);
+ void (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params);
+ void (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params);
+ void (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer);
+ void (*glHint) (GLenum target, GLenum mode);
+ GLboolean (*glIsBuffer) (GLuint buffer);
+ GLboolean (*glIsEnabled) (GLenum cap);
+ GLboolean (*glIsFramebuffer) (GLuint framebuffer);
+ GLboolean (*glIsProgram) (GLuint program);
+ GLboolean (*glIsRenderbuffer) (GLuint renderbuffer);
+ GLboolean (*glIsShader) (GLuint shader);
+ GLboolean (*glIsTexture) (GLuint texture);
+ void (*glLineWidth) (GLfloat width);
+ void (*glLinkProgram) (GLuint program);
+ void (*glPixelStorei) (GLenum pname, GLint param);
+ void (*glPolygonOffset) (GLfloat factor, GLfloat units);
+ void (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
+ void (*glReleaseShaderCompiler) (void);
+ void (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+ void (*glSampleCoverage) (GLclampf value, GLboolean invert);
+ void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
+ void (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
+ void (*glShaderSource) (GLuint shader, GLsizei count, const char** string, const GLint* length);
+ void (*glStencilFunc) (GLenum func, GLint ref, GLuint mask);
+ void (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
+ void (*glStencilMask) (GLuint mask);
+ void (*glStencilMaskSeparate) (GLenum face, GLuint mask);
+ void (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
+ void (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ void (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
+ void (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
+ void (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
+ void (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
+ void (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
+ void (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
+ void (*glUniform1f) (GLint location, GLfloat x);
+ void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform1i) (GLint location, GLint x);
+ void (*glUniform1iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniform2f) (GLint location, GLfloat x, GLfloat y);
+ void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform2i) (GLint location, GLint x, GLint y);
+ void (*glUniform2iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z);
+ void (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform3i) (GLint location, GLint x, GLint y, GLint z);
+ void (*glUniform3iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w);
+ void (*glUniform4iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (*glUseProgram) (GLuint program);
+ void (*glValidateProgram) (GLuint program);
+ void (*glVertexAttrib1f) (GLuint indx, GLfloat x);
+ void (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y);
+ void (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
+ void (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
+ void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
+
+ /* future calls will be added down here for expansion */
+ /* version 2: */
+};
+
#ifdef __cplusplus
}
#include "evas_engine.h"
#include <dlfcn.h> /* dlopen,dlclose,etc */
+#define EVAS_GL_NO_GL_H_CHECK 1
+#include "Evas_GL.h"
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL / GLES
typedef void (*glsym_func_void) ();
typedef int (*glsym_func_int) ();
typedef XID (*glsym_func_xid) ();
+typedef unsigned int (*glsym_func_uint) ();
+typedef unsigned char (*glsym_func_uchar) ();
+typedef unsigned char *(*glsym_func_uchar_ptr) ();
_eng_fn (*glsym_glXGetProcAddress) (const char *a) = NULL;
void (*glsym_glXBindTexImage) (Display *a, GLXDrawable b, int c, int *d) = NULL;
/* function tables - filled in later (func and parent func) */
static Evas_Func func, pfunc;
+/* Function table for GL APIs */
+static Evas_GL_API gl_funcs;
+
struct xrdb_user
{
time_t last_stat;
glBindFramebuffer(GL_FRAMEBUFFER, ctx->fbo);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#else
- glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ //glDrawBuffer(GL_COLOR_ATTACHMENT0);
#endif
return 1;
return 1;
}
+#if 1
+static void
+evgl_glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ // Add logic to take care when framebuffer=0
+ glBindFramebuffer(target, framebuffer);
+}
+
+static void
+evgl_glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ // Add logic to take care when renderbuffer=0
+ glBindRenderbuffer(target, renderbuffer);
+}
+
+static void
+evgl_glClearDepthf(GLclampf depth)
+{
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ glClearDepthf(depth);
+#else
+ glClearDepth(depth);
+#endif
+}
+
+static void
+evgl_glDepthRangef(GLclampf zNear, GLclampf zFar)
+{
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ glDepthRangef(zNear, zFar);
+#else
+ glDepthRange(zNear, zFar);
+#endif
+}
+
+static void
+evgl_glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
+{
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
+#else
+ if (range)
+ {
+ range[0] = -126; // floor(log2(FLT_MIN))
+ range[1] = 127; // floor(log2(FLT_MAX))
+ }
+ if (precision)
+ {
+ precision[0] = 24; // floor(-log2((1.0/16777218.0)));
+ }
+ return;
+ shadertype = precisiontype = 0;
+#endif
+}
+
+static void
+evgl_glReleaseShaderCompiler(void)
+{
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ glReleaseShaderCompiler();
+#else
+#endif
+}
+
+static void
+evgl_glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
+{
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ glShaderBinary(n, shaders, binaryformat, binary, length);
+#else
+// FIXME: need to dlsym/getprocaddress for this
+ return;
+ n = binaryformat = length = 0;
+ shaders = binary = 0;
+#endif
+}
+
+#endif
+
+static void *
+eng_gl_api_get(void *data)
+{
+ Render_Engine *re;
+
+ re = (Render_Engine *)data;
+
+ gl_funcs.version = EVAS_GL_API_VERSION;
+#if 1
+#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, )
+ ORD(glActiveTexture);
+ ORD(glAttachShader);
+ ORD(glBindAttribLocation);
+ ORD(glBindBuffer);
+ ORD(glBindTexture);
+ ORD(glBlendColor);
+ ORD(glBlendEquation);
+ ORD(glBlendEquationSeparate);
+ ORD(glBlendFunc);
+ ORD(glBlendFuncSeparate);
+ ORD(glBufferData);
+ ORD(glBufferSubData);
+ ORD(glCheckFramebufferStatus);
+ ORD(glClear);
+ ORD(glClearColor);
+// ORD(glClearDepthf);
+ ORD(glClearStencil);
+ ORD(glColorMask);
+ ORD(glCompileShader);
+ ORD(glCompressedTexImage2D);
+ ORD(glCompressedTexSubImage2D);
+ ORD(glCopyTexImage2D);
+ ORD(glCopyTexSubImage2D);
+ ORD(glCreateProgram);
+ ORD(glCreateShader);
+ ORD(glCullFace);
+ ORD(glDeleteBuffers);
+ ORD(glDeleteFramebuffers);
+ ORD(glDeleteProgram);
+ ORD(glDeleteRenderbuffers);
+ ORD(glDeleteShader);
+ ORD(glDeleteTextures);
+ ORD(glDepthFunc);
+ ORD(glDepthMask);
+// ORD(glDepthRangef);
+ ORD(glDetachShader);
+ ORD(glDisable);
+ ORD(glDisableVertexAttribArray);
+ ORD(glDrawArrays);
+ ORD(glDrawElements);
+ ORD(glEnable);
+ ORD(glEnableVertexAttribArray);
+ ORD(glFinish);
+ ORD(glFlush);
+ ORD(glFramebufferRenderbuffer);
+ ORD(glFramebufferTexture2D);
+ ORD(glFrontFace);
+ ORD(glGenBuffers);
+ ORD(glGenerateMipmap);
+ ORD(glGenFramebuffers);
+ ORD(glGenRenderbuffers);
+ ORD(glGenTextures);
+ ORD(glGetActiveAttrib);
+ ORD(glGetActiveUniform);
+ ORD(glGetAttachedShaders);
+ ORD(glGetAttribLocation);
+ ORD(glGetBooleanv);
+ ORD(glGetBufferParameteriv);
+ ORD(glGetError);
+ ORD(glGetFloatv);
+ ORD(glGetFramebufferAttachmentParameteriv);
+ ORD(glGetIntegerv);
+ ORD(glGetProgramiv);
+ ORD(glGetProgramInfoLog);
+ ORD(glGetRenderbufferParameteriv);
+ ORD(glGetShaderiv);
+ ORD(glGetShaderInfoLog);
+// ORD(glGetShaderPrecisionFormat);
+ ORD(glGetShaderSource);
+ ORD(glGetString);
+ ORD(glGetTexParameterfv);
+ ORD(glGetTexParameteriv);
+ ORD(glGetUniformfv);
+ ORD(glGetUniformiv);
+ ORD(glGetUniformLocation);
+ ORD(glGetVertexAttribfv);
+ ORD(glGetVertexAttribiv);
+ ORD(glGetVertexAttribPointerv);
+ ORD(glHint);
+ ORD(glIsBuffer);
+ ORD(glIsEnabled);
+ ORD(glIsFramebuffer);
+ ORD(glIsProgram);
+ ORD(glIsRenderbuffer);
+ ORD(glIsShader);
+ ORD(glIsTexture);
+ ORD(glLineWidth);
+ ORD(glLinkProgram);
+ ORD(glPixelStorei);
+ ORD(glPolygonOffset);
+ ORD(glReadPixels);
+// ORD(glReleaseShaderCompiler);
+ ORD(glRenderbufferStorage);
+ ORD(glSampleCoverage);
+ ORD(glScissor);
+// ORD(glShaderBinary);
+ ORD(glShaderSource);
+ ORD(glStencilFunc);
+ ORD(glStencilFuncSeparate);
+ ORD(glStencilMask);
+ ORD(glStencilMaskSeparate);
+ ORD(glStencilOp);
+ ORD(glStencilOpSeparate);
+ ORD(glTexImage2D);
+ ORD(glTexParameterf);
+ ORD(glTexParameterfv);
+ ORD(glTexParameteri);
+ ORD(glTexParameteriv);
+ ORD(glTexSubImage2D);
+ ORD(glUniform1f);
+ ORD(glUniform1fv);
+ ORD(glUniform1i);
+ ORD(glUniform1iv);
+ ORD(glUniform2f);
+ ORD(glUniform2fv);
+ ORD(glUniform2i);
+ ORD(glUniform2iv);
+ ORD(glUniform3f);
+ ORD(glUniform3fv);
+ ORD(glUniform3i);
+ ORD(glUniform3iv);
+ ORD(glUniform4f);
+ ORD(glUniform4fv);
+ ORD(glUniform4i);
+ ORD(glUniform4iv);
+ ORD(glUniformMatrix2fv);
+ ORD(glUniformMatrix3fv);
+ ORD(glUniformMatrix4fv);
+ ORD(glUseProgram);
+ ORD(glValidateProgram);
+ ORD(glVertexAttrib1f);
+ ORD(glVertexAttrib1fv);
+ ORD(glVertexAttrib2f);
+ ORD(glVertexAttrib2fv);
+ ORD(glVertexAttrib3f);
+ ORD(glVertexAttrib3fv);
+ ORD(glVertexAttrib4f);
+ ORD(glVertexAttrib4fv);
+ ORD(glVertexAttribPointer);
+ ORD(glViewport);
+#undef ORD
+
+// Override functions wrapped by Evas_GL
+#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, evgl_)
+ ORD(glBindFramebuffer);
+ ORD(glBindRenderbuffer);
+
+// GLES2.0 API compat on top of desktop gl
+ ORD(glClearDepthf);
+ ORD(glDepthRangef);
+ ORD(glGetShaderPrecisionFormat);
+ ORD(glReleaseShaderCompiler);
+ ORD(glShaderBinary);
+#undef ORD
+
+#endif
+
+ return &gl_funcs;
+}
+
+
static int
module_open(Evas_Module *em)
{
ORD(gl_make_current);
ORD(gl_proc_address_get);
ORD(gl_native_surface_get);
+
+ ORD(gl_api_get);
/* now advertise out own api */
em->functions = (void *)(&func);