From: "Sung W. Park" <sungwoo@gmail.com>
authorraster <raster@7cbeb6ba-43b4-40fd-8cce-4c39aea84d33>
Mon, 2 May 2011 02:14:00 +0000 (02:14 +0000)
committerraster <raster@7cbeb6ba-43b4-40fd-8cce-4c39aea84d33>
Mon, 2 May 2011 02:14:00 +0000 (02:14 +0000)
Subject: evas_gl_api_get patch.

Here's a patch that simply overrides the GL functions for Evas_GL
except for two functions that I provide on my own.  It may have some symbol
resolving warnings but that'll all go away eventually when we do everything
via dlsym or getProcAddress.

You can apply the patch to the latest revision of evas.  (I've just
updated them) I'm also attaching a sample GLES program that uses
evas_gl_api_get. You don't need to link it to -lGL.

git-svn-id: http://svn.enlightenment.org/svn/e/trunk/evas@59092 7cbeb6ba-43b4-40fd-8cce-4c39aea84d33

src/lib/Evas_GL.h
src/lib/canvas/evas_gl.c
src/lib/include/evas_common.h
src/lib/include/evas_private.h
src/modules/engines/gl_common/evas_gl_context.c
src/modules/engines/gl_x11/evas_engine.c
src/modules/engines/gl_x11/evas_x_main.c

index 687e9b1..c6810ab 100644 (file)
@@ -2,6 +2,7 @@
 #define _EVAS_GL_H
 
 #include <Evas.h>
+//#include <GL/gl.h>
 
 #ifdef __cplusplus
 extern "C" {
@@ -16,6 +17,7 @@ typedef struct _Evas_GL_Surface       Evas_GL_Surface;
 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
 {
@@ -136,7 +138,628 @@ EAPI Evas_GL_Func             evas_gl_proc_address_get   (Evas_GL *evas_gl, cons
  */
 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
 }
index f88b8c1..a43069e 100644 (file)
@@ -215,3 +215,15 @@ evas_gl_native_surface_get(Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_
 
    return (Eina_Bool)evas_gl->evas->engine.func->gl_native_surface_get(evas_gl->evas->engine.data.output, surf->data, ns); 
 }
+
+
+EAPI Evas_GL_API *
+evas_gl_api_get(Evas_GL *evas_gl)
+{
+   MAGIC_CHECK(evas_gl, Evas_GL, MAGIC_EVAS_GL);
+   return NULL;
+   MAGIC_CHECK_END();
+
+   return (Evas_GL_API*)evas_gl->evas->engine.func->gl_api_get(evas_gl->evas->engine.data.output); 
+
+}
index dad5c51..1e7b610 100644 (file)
@@ -11,7 +11,7 @@
 
 #include <Eina.h>
 #include "Evas.h"
-#include "Evas_GL.h"
+//#include "Evas_GL.h"
 
 #ifdef HAVE_PIXMAN
 #include <pixman.h>
index 9d9b2d2..db04d4e 100644 (file)
@@ -731,6 +731,7 @@ struct _Evas_Func
    int  (*gl_make_current)               (void *data, void *surface, void *context); 
    void *(*gl_proc_address_get)          (void *data, const char *name);
    int  (*gl_native_surface_get)         (void *data, void *surface, void *native_surface);
+   void *(*gl_api_get)                   (void *data);
 };
 
 struct _Evas_Image_Load_Func
index b38d7d7..83ec9cf 100644 (file)
@@ -2688,8 +2688,12 @@ again:
 
    if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
      {
-        // FIXME: handle yinvert
-        ERR("not handling inverted y case for map");
+        for (i = 0; i < 4; i++)
+          {
+             ty[i] = 1.0 - ty[i];
+             if (yuv)
+                t2y[i] = 1.0 - t2y[i];
+          }
      }
    
    cmul = ARGB_JOIN(a, r, g, b);
index 1ab49f4..443d587 100644 (file)
@@ -2,6 +2,8 @@
 #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
@@ -91,6 +93,9 @@ typedef _eng_fn (*glsym_func_eng_fn) ();
 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;
@@ -186,6 +191,9 @@ int _evas_engine_GL_X11_log_dom = -1;
 /* 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;
@@ -2567,7 +2575,7 @@ eng_gl_make_current(void *data, void *surface, void *context)
    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;
@@ -2609,6 +2617,256 @@ eng_gl_native_surface_get(void *data, void *surface, void *native_surface)
    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)
 {
@@ -2710,6 +2968,8 @@ 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);
index 63cf437..d25de0e 100644 (file)
@@ -583,9 +583,9 @@ eng_window_use(Evas_GL_X11_Window *gw)
              evas_gl_common_context_use(_evas_gl_x11_window->gl_context);
              evas_gl_common_context_flush(_evas_gl_x11_window->gl_context);
           }
-       _evas_gl_x11_window = gw;
-       if (gw)
-         {
+        _evas_gl_x11_window = gw;
+        if (gw)
+          {
 // EGL / GLES
 #if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
            if (gw->egl_surface[0] != EGL_NO_SURFACE)
@@ -616,7 +616,7 @@ eng_window_use(Evas_GL_X11_Window *gw)
                  }
              }
 #endif
-         }
+          }
      }
    if (gw) evas_gl_common_context_use(gw->gl_context);
 }