typedef enum _Evas_GL_Color_Format
{
- EVAS_GL_RGB_8, // 8 bits per channel
- EVAS_GL_RGBA_8,
- EVAS_GL_RGB_32, // 32-bits per channel
- EVAS_GL_RGBA_32,
+ EVAS_GL_RGB_888 = 0,
+ EVAS_GL_RGBA_8888 = 1
} Evas_GL_Color_Format;
typedef enum _Evas_GL_Depth_Bits
{
- EVAS_GL_DEPTH_BIT_8,
- EVAS_GL_DEPTH_BIT_16,
- EVAS_GL_DEPTH_BIT_24,
- EVAS_GL_DEPTH_BIT_32,
- EVAS_GL_DEPTH_NONE
+ EVAS_GL_DEPTH_NONE = 0,
+ EVAS_GL_DEPTH_BIT_8 = 1,
+ EVAS_GL_DEPTH_BIT_16 = 2,
+ EVAS_GL_DEPTH_BIT_24 = 3,
+ EVAS_GL_DEPTH_BIT_32 = 4,
} Evas_GL_Depth_Bits;
typedef enum _Evas_GL_Stencil_Bits
{
- EVAS_GL_STENCIL_BIT_1,
- EVAS_GL_STENCIL_BIT_2,
- EVAS_GL_STENCIL_BIT_4,
- EVAS_GL_STENCIL_BIT_8,
- EVAS_GL_STENCIL_BIT_16,
- EVAS_GL_STENCIL_NONE
+ EVAS_GL_STENCIL_NONE = 0,
+ EVAS_GL_STENCIL_BIT_1 = 1,
+ EVAS_GL_STENCIL_BIT_2 = 2,
+ EVAS_GL_STENCIL_BIT_4 = 3,
+ EVAS_GL_STENCIL_BIT_8 = 4,
+ EVAS_GL_STENCIL_BIT_16 = 5,
} Evas_GL_Stencil_Bits;
struct _Evas_GL_Config
// config for the surface for evas_gl
Evas_GL_Config config =
{
- EVAS_GL_RGBA_8,
+ EVAS_GL_RGBA_8888,
EVAS_GL_DEPTH_NONE,
EVAS_GL_STENCIL_NONE
};
// Also initialize pixel format here as well...
switch(cfg->color_format)
{
- case EVAS_GL_RGB_8:
+ case EVAS_GL_RGB_888:
sfc->rt_fmt = GL_RGB;
sfc->rt_internal_fmt = GL_RGB;
break;
- case EVAS_GL_RGBA_8:
+ case EVAS_GL_RGBA_8888:
sfc->rt_fmt = GL_RGBA;
sfc->rt_internal_fmt = GL_RGBA;
break;
- case EVAS_GL_RGB_32:
- // Only supported on some hw
- // Fill it in later...
- case EVAS_GL_RGBA_32:
- // Only supported on some hw
- // Fill it in later...
default:
ERR("Invalid Color Format!");
return 0;