evas_gl_common_context_flush(gc);
gc->shader.surface = surface;
-#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- // FIXME: XXX render-to-texture for gles2
-#else
- // FIXME: viewport goopies
gc->change.size = 1;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- if (gc->shader.surface == gc->def_surface)
- glBindFramebuffer(GL_FRAMEBUFFER_OES, 0);
- else
- glBindFramebuffer(GL_FRAMEBUFFER_OES, surface->tex->pt->fb);
+# ifndef GL_FRAMEBUFFER
+# define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
+# endif
#else
+# ifndef GL_FRAMEBUFFER
+# define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
+# endif
+#endif
if (gc->shader.surface == gc->def_surface)
- glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
else
- glBindFramebuffer(GL_FRAMEBUFFER_EXT, surface->tex->pt->fb);
-#endif
+ glBindFramebuffer(GL_FRAMEBUFFER, surface->tex->pt->fb);
_evas_gl_common_viewport_set(gc);
-#endif
}
#define PUSH_VERTEX(x, y, z) \
pt->dataformat = GL_UNSIGNED_BYTE;
pt->references = 0;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- glGenTextures(1, &(pt->texture));
- glBindTexture(GL_TEXTURE_2D, pt->texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- _tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
- glGenFramebuffers(1, &(pt->fb));
- glBindFramebuffer(GL_FRAMEBUFFER_OES, pt->fb);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, pt->texture, 0);
- glBindFramebufferEXT(GL_FRAMEBUFFER_OES, 0);
- glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
+# ifndef GL_FRAMEBUFFER
+# define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
+# endif
+# ifndef GL_COLOR_ATTACHMENT0
+# define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
+# endif
#else
+# ifndef GL_FRAMEBUFFER
+# define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
+# endif
+# ifndef GL_COLOR_ATTACHMENT0
+# define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
+# endif
+#endif
glGenTextures(1, &(pt->texture));
glBindTexture(GL_TEXTURE_2D, pt->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
glGenFramebuffers(1, &(pt->fb));
- glBindFramebuffer(GL_FRAMEBUFFER_EXT, pt->fb);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, pt->texture, 0);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, pt->fb);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pt->texture, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
-#endif
return pt;
}