efl/legacy/evas/src/modules/engines/gl_common/evas_gl_common.h

642 lines
24 KiB
C

#ifndef EVAS_GL_COMMON_H
#define EVAS_GL_COMMON_H
#include "evas_common.h"
#include "evas_private.h"
#include "config.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <sys/time.h>
#include <unistd.h>
#include <Eet.h>
#define GL_GLEXT_PROTOTYPES
#ifdef BUILD_ENGINE_GL_QUARTZ
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
#else
# ifdef _EVAS_ENGINE_SDL_H
# if defined(GLES_VARIETY_S3C6410) || defined(GLES_VARIETY_SGX)
# include <SDL/SDL_opengles.h>
# else
# include <SDL/SDL_opengl.h>
# endif
# else
# if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
# if defined(GLES_VARIETY_S3C6410)
# include <GLES2/gl2.h>
# elif defined(GLES_VARIETY_SGX)
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
# endif
# else
# include <GL/gl.h>
# include <GL/glext.h>
# endif
# endif
#endif
#ifndef GL_TEXTURE_RECTANGLE_NV
# define GL_TEXTURE_RECTANGLE_NV 0x84F5
#endif
#ifndef GL_BGRA
# define GL_BGRA 0x80E1
#endif
#ifndef EGL_NO_CONTEXT
# define EGL_NO_CONTEXT 0
#endif
#ifndef EGL_NONE
# define EGL_NONE 0x3038
#endif
#ifndef EGL_TRUE
# define EGL_TRUE 1
#endif
#ifndef EGL_FALSE
# define EGL_FALSE 0
#endif
#ifndef EGL_MAP_GL_TEXTURE_2D_SEC
# define EGL_MAP_GL_TEXTURE_2D_SEC 0x3201
#endif
#ifndef EGL_MAP_GL_TEXTURE_HEIGHT_SEC
# define EGL_MAP_GL_TEXTURE_HEIGHT_SEC 0x3202
#endif
#ifndef EGL_MAP_GL_TEXTURE_WIDTH_SEC
# define EGL_MAP_GL_TEXTURE_WIDTH_SEC 0x3203
#endif
#ifndef EGL_MAP_GL_TEXTURE_FORMAT_SEC
# define EGL_MAP_GL_TEXTURE_FORMAT_SEC 0x3204
#endif
#ifndef EGL_MAP_GL_TEXTURE_RGB_SEC
# define EGL_MAP_GL_TEXTURE_RGB_SEC 0x3205
#endif
#ifndef EGL_MAP_GL_TEXTURE_RGBA_SEC
# define EGL_MAP_GL_TEXTURE_RGBA_SEC 0x3206
#endif
#ifndef EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC
# define EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC 0x3206
#endif
#ifndef EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC
# define EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC 0x3207
#endif
#ifndef EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC
# define EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC 0x3208
#endif
#ifndef GL_PROGRAM_BINARY_LENGTH
# define GL_PROGRAM_BINARY_LENGTH 0x8741
#endif
#ifndef GL_NUM_PROGRAM_BINARY_FORMATS
# define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#endif
#ifndef GL_PROGRAM_BINARY_FORMATS
# define GL_PROGRAM_BINARY_FORMATS 0x87FF
#endif
#ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT
# define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#endif
#define SHAD_VERTEX 0
#define SHAD_COLOR 1
#define SHAD_TEXUV 2
#define SHAD_TEXUV2 3
#define SHAD_TEXUV3 4
#define SHAD_TEXM 5
typedef struct _Evas_GL_Program Evas_GL_Program;
typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
typedef struct _Evas_GL_Shared Evas_GL_Shared;
typedef struct _Evas_Engine_GL_Context Evas_Engine_GL_Context;
typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool;
typedef struct _Evas_GL_Texture Evas_GL_Texture;
typedef struct _Evas_GL_Image Evas_GL_Image;
typedef struct _Evas_GL_Font_Texture Evas_GL_Font_Texture;
typedef struct _Evas_GL_Polygon Evas_GL_Polygon;
typedef struct _Evas_GL_Polygon_Point Evas_GL_Polygon_Point;
typedef enum {
SHADER_RECT,
SHADER_FONT,
SHADER_IMG,
SHADER_IMG_NOMUL,
SHADER_IMG_BGRA,
SHADER_IMG_BGRA_NOMUL,
SHADER_IMG_MASK,
SHADER_YUV,
SHADER_YUV_NOMUL,
SHADER_YUY2,
SHADER_YUY2_NOMUL,
SHADER_NV12,
SHADER_NV12_NOMUL,
SHADER_TEX,
SHADER_TEX_NOMUL,
SHADER_FILTER_INVERT,
SHADER_FILTER_INVERT_NOMUL,
SHADER_FILTER_INVERT_BGRA,
SHADER_FILTER_INVERT_BGRA_NOMUL,
SHADER_FILTER_GREYSCALE,
SHADER_FILTER_GREYSCALE_NOMUL,
SHADER_FILTER_GREYSCALE_BGRA,
SHADER_FILTER_GREYSCALE_BGRA_NOMUL,
SHADER_FILTER_SEPIA,
SHADER_FILTER_SEPIA_NOMUL,
SHADER_FILTER_SEPIA_BGRA,
SHADER_FILTER_SEPIA_BGRA_NOMUL,
/* SHADER_FILTER_BLUR, */
/* SHADER_FILTER_BLUR_NOMUL, */
/* SHADER_FILTER_BLUR_BGRA, */
/* SHADER_FILTER_BLUR_BGRA_NOMUL, */
SHADER_LAST
} Evas_GL_Shader;
struct _Evas_GL_Program
{
GLuint vert, frag, prog;
int tex_count;
};
struct _Evas_GL_Program_Source
{
const char *src;
const unsigned int *bin;
int bin_size;
};
struct _Evas_GL_Shared
{
Eina_List *images;
int images_size;
struct {
GLint max_texture_units;
GLint max_texture_size;
GLint max_vertex_elements;
GLfloat anisotropic;
Eina_Bool rgb : 1;
Eina_Bool bgra : 1;
Eina_Bool tex_npo2 : 1;
Eina_Bool tex_rect : 1;
Eina_Bool sec_image_map : 1;
Eina_Bool bin_program : 1;
// tuning params - per gpu/cpu combo?
#define MAX_CUTOUT 512
#define DEF_CUTOUT 512
// FIXME bug with pipes > 1 right now, should default to 32
#define MAX_PIPES 128
#define DEF_PIPES 32
#define DEF_PIPES_SGX_540 32
#define DEF_PIPES_TEGRA_2 1
#define MIN_ATLAS_ALLOC 16
#define MAX_ATLAS_ALLOC 1024
#define DEF_ATLAS_ALLOC 1024
#define MIN_ATLAS_ALLOC_ALPHA 16
#define MAX_ATLAS_ALLOC_ALPHA 4096
#define DEF_ATLAS_ALLOC_ALPHA 4096
#define MAX_ATLAS_W 512
#define DEF_ATLAS_W 512
#define MAX_ATLAS_H 512
#define DEF_ATLAS_H 512
#define MIN_ATLAS_SLOT 16
#define MAX_ATLAS_SLOT 512
#define DEF_ATLAS_SLOT 16
struct {
struct {
int max;
} cutout;
struct {
int max;
} pipes;
struct {
int max_alloc_size;
int max_alloc_alpha_size;
int max_w;
int max_h;
int slot_size;
} atlas;
} tune;
} info;
struct {
Eina_List *whole;
Eina_List *atlas[33][3];
} tex;
Eina_Hash *native_pm_hash;
Eina_Hash *native_tex_hash;
Evas_GL_Program shader[SHADER_LAST];
int references;
int w, h;
int rot;
int mflip;
// persp map
int foc, z0, px, py;
int ax, ay;
};
#define RTYPE_RECT 1
#define RTYPE_IMAGE 2
#define RTYPE_FONT 3
#define RTYPE_YUV 4
#define RTYPE_MAP 5 /* need to merge with image */
#define RTYPE_IMASK 6
#define RTYPE_YUY2 7
struct _Evas_Engine_GL_Context
{
int references;
int w, h;
int rot;
int foc, z0, px, py;
RGBA_Draw_Context *dc;
Evas_GL_Shared *shared;
int flushnum;
struct {
int top_pipe;
struct {
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv;
GLuint cur_texm, cur_texmu, cur_texmv;
int render_op;
int cx, cy, cw, ch;
int smooth;
int blend;
int clip;
} current;
} state;
struct {
struct {
int x, y, w, h;
int type;
} region;
struct {
int x, y, w, h;
Eina_Bool active : 1;
} clip;
struct {
Evas_GL_Image *surface;
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv, cur_texm;
int render_op;
int cx, cy, cw, ch;
int smooth;
int blend;
int clip;
} shader;
struct {
int num, alloc;
GLshort *vertex;
GLubyte *color;
GLfloat *texuv;
GLfloat *texuv2;
GLfloat *texuv3;
GLfloat *texm;
Eina_Bool line: 1;
Eina_Bool use_vertex : 1;
Eina_Bool use_color : 1;
Eina_Bool use_texuv : 1;
Eina_Bool use_texuv2 : 1;
Eina_Bool use_texuv3 : 1;
Eina_Bool use_texm : 1;
Evas_GL_Image *im;
} array;
} pipe[MAX_PIPES];
struct {
Eina_Bool size : 1;
} change;
Eina_Bool havestuff : 1;
Evas_GL_Image *def_surface;
/* If this is set: Force drawing with a particular filter */
GLuint filter_prog;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// FIXME: hack. expose egl display to gl core for egl image sec extn.
void *egldisp;
#endif
};
struct _Evas_GL_Texture_Pool
{
Evas_Engine_GL_Context *gc;
GLuint texture, fb;
GLuint intformat, format, dataformat;
int w, h;
int references;
int slot, fslot;
struct {
void *img;
unsigned int *data;
int w, h;
int stride;
} dyn;
Eina_List *allocations;
Eina_Bool whole : 1;
Eina_Bool render : 1;
Eina_Bool native : 1;
Eina_Bool dynamic : 1;
};
struct _Evas_GL_Texture
{
Evas_Engine_GL_Context *gc;
Evas_GL_Image *im;
Evas_GL_Texture_Pool *pt, *ptu, *ptv, *ptuv;
int x, y, w, h;
double sx1, sy1, sx2, sy2;
int references;
Eina_Bool alpha : 1;
};
struct _Evas_GL_Image
{
Evas_Engine_GL_Context *gc;
RGBA_Image *im;
Evas_GL_Texture *tex;
RGBA_Image_Loadopts load_opts;
int references;
// if im->im == NULL, it's a render-surface so these here are used
int w, h;
struct {
int space;
void *data;
unsigned char no_free : 1;
} cs;
struct {
void *data;
struct {
void (*bind) (void *data, void *image);
void (*unbind) (void *data, void *image);
void (*free) (void *data, void *image);
void *data;
} func;
int yinvert;
int target;
int mipmap;
unsigned char loose : 1;
} native;
int scale_hint, content_hint;
int csize;
Eina_List *filtered;
unsigned char dirty : 1;
unsigned char cached : 1;
unsigned char alpha : 1;
unsigned char tex_only : 1;
};
struct _Evas_GL_Font_Texture
{
Evas_GL_Texture *tex;
};
struct _Evas_GL_Polygon
{
Eina_List *points;
Eina_Bool changed : 1;
};
struct _Evas_GL_Polygon_Point
{
int x, y;
};
#if 0
extern Evas_GL_Program_Source shader_rect_frag_src;
extern Evas_GL_Program_Source shader_rect_vert_src;
extern Evas_GL_Program_Source shader_font_frag_src;
extern Evas_GL_Program_Source shader_font_vert_src;
extern Evas_GL_Program_Source shader_img_frag_src;
extern Evas_GL_Program_Source shader_img_vert_src;
extern Evas_GL_Program_Source shader_img_nomul_frag_src;
extern Evas_GL_Program_Source shader_img_nomul_vert_src;
extern Evas_GL_Program_Source shader_img_bgra_frag_src;
extern Evas_GL_Program_Source shader_img_bgra_vert_src;
extern Evas_GL_Program_Source shader_img_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_img_bgra_nomul_vert_src;
extern Evas_GL_Program_Source shader_img_mask_frag_src;
extern Evas_GL_Program_Source shader_img_mask_vert_src;
extern Evas_GL_Program_Source shader_yuv_frag_src;
extern Evas_GL_Program_Source shader_yuv_vert_src;
extern Evas_GL_Program_Source shader_yuv_nomul_frag_src;
extern Evas_GL_Program_Source shader_yuv_nomul_vert_src;
extern Evas_GL_Program_Source shader_yuy2_frag_src;
extern Evas_GL_Program_Source shader_yuy2_vert_src;
extern Evas_GL_Program_Source shader_yuy2_nomul_frag_src;
extern Evas_GL_Program_Source shader_yuy2_nomul_vert_src;
extern Evas_GL_Program_Source shader_tex_frag_src;
extern Evas_GL_Program_Source shader_tex_vert_src;
extern Evas_GL_Program_Source shader_tex_nomul_frag_src;
extern Evas_GL_Program_Source shader_tex_nomul_vert_src;
extern Evas_GL_Program_Source shader_filter_invert_frag_src;
extern Evas_GL_Program_Source shader_filter_invert_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_invert_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_invert_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_bgra_nomul_frag_src;
/* blur (annoyingly) needs (aka is faster with) a vertex shader */
extern Evas_GL_Program_Source shader_filter_blur_vert_src;
extern Evas_GL_Program_Source shader_filter_blur_frag_src;
extern Evas_GL_Program_Source shader_filter_blur_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_blur_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_blur_bgra_nomul_frag_src;
#endif
void glerr(int err, const char *file, const char *func, int line, const char *op);
Evas_Engine_GL_Context *evas_gl_common_context_new(void);
void evas_gl_common_context_free(Evas_Engine_GL_Context *gc);
void evas_gl_common_context_use(Evas_Engine_GL_Context *gc);
void evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc);
void evas_gl_common_context_resize(Evas_Engine_GL_Context *gc, int w, int h, int rot);
void evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc, Evas_GL_Image *surface);
void evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
int x1, int y1, int x2, int y2,
int clip, int cx, int cy, int cw, int ch,
int r, int g, int b, int a);
void evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
int x, int y, int w, int h,
int r, int g, int b, int a);
void evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth, Eina_Bool tex_only);
void evas_gl_common_context_image_mask_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
Evas_GL_Texture *texm,
double sx, double sy, double sw, double sh,
double sxm, double sym, double swm, double shm,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a);
void evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
int npoints,
RGBA_Map_Point *p,
int clip, int cx, int cy, int cw, int ch,
int r, int g, int b, int a,
Eina_Bool smooth,
Eina_Bool tex_only,
Evas_Colorspace cspace);
void evas_gl_common_context_flush(Evas_Engine_GL_Context *gc);
int evas_gl_common_shader_program_init(Evas_GL_Shared *shared);
void evas_gl_common_shader_program_init_done(void);
void evas_gl_common_shader_program_shutdown(Evas_GL_Program *p);
void evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h);
void evas_gl_texture_pool_empty(Evas_GL_Texture_Pool *pt);
Evas_GL_Texture *evas_gl_common_texture_new(Evas_Engine_GL_Context *gc, RGBA_Image *im);
Evas_GL_Texture *evas_gl_common_texture_native_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha, Evas_GL_Image *im);
Evas_GL_Texture *evas_gl_common_texture_render_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
Evas_GL_Texture *evas_gl_common_texture_dynamic_new(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
void evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im);
void evas_gl_common_texture_free(Evas_GL_Texture *tex);
Evas_GL_Texture *evas_gl_common_texture_alpha_new(Evas_Engine_GL_Context *gc, DATA8 *pixels, unsigned int w, unsigned int h, int fh);
void evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels, unsigned int w, unsigned int h, int fh);
Evas_GL_Texture *evas_gl_common_texture_yuv_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_yuy2_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_yuy2_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_nv12_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_nv12_update(Evas_GL_Texture *tex, DATA8 **row, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_nv12tiled_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_nv12tiled_update(Evas_GL_Texture *tex, DATA8 **row, unsigned int w, unsigned int h);
void evas_gl_common_image_all_unload(Evas_Engine_GL_Context *gc);
void evas_gl_common_image_ref(Evas_GL_Image *im);
void evas_gl_common_image_unref(Evas_GL_Image *im);
Evas_GL_Image *evas_gl_common_image_load(Evas_Engine_GL_Context *gc, const char *file, const char *key, Evas_Image_Load_Opts *lo, int *error);
Evas_GL_Image *evas_gl_common_image_new_from_data(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, DATA32 *data, int alpha, int cspace);
Evas_GL_Image *evas_gl_common_image_new_from_copied_data(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, DATA32 *data, int alpha, int cspace);
Evas_GL_Image *evas_gl_common_image_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha, int cspace);
Evas_GL_Image *evas_gl_common_image_alpha_set(Evas_GL_Image *im, int alpha);
void evas_gl_common_image_native_enable(Evas_GL_Image *im);
void evas_gl_common_image_native_disable(Evas_GL_Image *im);
void evas_gl_common_image_scale_hint_set(Evas_GL_Image *im, int hint);
void evas_gl_common_image_content_hint_set(Evas_GL_Image *im, int hint);
void evas_gl_common_image_cache_flush(Evas_Engine_GL_Context *gc);
void evas_gl_common_image_free(Evas_GL_Image *im);
Evas_GL_Image *evas_gl_common_image_surface_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
void evas_gl_common_image_dirty(Evas_GL_Image *im, unsigned int x, unsigned int y, unsigned int w, unsigned int h);
void evas_gl_common_image_update(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
void evas_gl_common_image_map_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int npoints, RGBA_Map_Point *p, int smooth, int level);
void evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, int smooth);
void *evas_gl_font_texture_new(void *gc, RGBA_Font_Glyph *fg);
void evas_gl_font_texture_free(void *);
void evas_gl_font_texture_draw(void *gc, void *surface, void *dc, RGBA_Font_Glyph *fg, int x, int y);
Evas_GL_Polygon *evas_gl_common_poly_point_add(Evas_GL_Polygon *poly, int x, int y);
Evas_GL_Polygon *evas_gl_common_poly_points_clear(Evas_GL_Polygon *poly);
void evas_gl_common_poly_draw(Evas_Engine_GL_Context *gc, Evas_GL_Polygon *poly, int x, int y);
void evas_gl_common_line_draw(Evas_Engine_GL_Context *gc, int x1, int y1, int x2, int y2);
#if 0 // filtering disabled
void evas_gl_common_filter_draw(Evas_Engine_GL_Context *context, Evas_GL_Image *im, Evas_Filter_Info *filter);
Filtered_Image *evas_gl_common_image_filtered_get(Evas_GL_Image *im, uint8_t *key, size_t keylen);
Filtered_Image *evas_gl_common_image_filtered_save(Evas_GL_Image *im, Evas_GL_Image *fimage, uint8_t *key, size_t keylen);
void evas_gl_common_image_filtered_free(Evas_GL_Image *im, Filtered_Image *);
#endif
extern void (*glsym_glGenFramebuffers) (GLsizei a, GLuint *b);
extern void (*glsym_glBindFramebuffer) (GLenum a, GLuint b);
extern void (*glsym_glFramebufferTexture2D) (GLenum a, GLenum b, GLenum c, GLuint d, GLint e);
extern void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b);
extern void (*glsym_glGetProgramBinary) (GLuint a, GLsizei b, GLsizei *c, GLenum *d, void *e);
extern void (*glsym_glProgramBinary) (GLuint a, GLenum b, const void *c, GLint d);
extern void (*glsym_glProgramParameteri) (GLuint a, GLuint b, GLint d);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
extern void *(*secsym_eglCreateImage) (void *a, void *b, GLenum c, void *d, const int *e);
extern unsigned int (*secsym_eglDestroyImage) (void *a, void *b);
extern void (*secsym_glEGLImageTargetTexture2DOES) (int a, void *b);
extern void *(*secsym_eglMapImageSEC) (void *a, void *b);
extern unsigned int (*secsym_eglUnmapImageSEC) (void *a, void *b);
extern unsigned int (*secsym_eglGetImageAttribSEC) (void *a, void *b, int c, int *d);
#endif
//#define GL_ERRORS 1
#ifdef GL_ERRORS
# define GLERR(fn, fl, ln, op) \
{ \
int __gl_err = glGetError(); \
if (__gl_err != GL_NO_ERROR) glerr(__gl_err, fl, fn, ln, op); \
}
#else
# define GLERR(fn, fl, ln, op)
#endif
Eina_Bool evas_gl_common_module_open(void);
void evas_gl_common_module_close(void);
#endif