forked from enlightenment/efl
evas/wayland_egl: Change some ifdefs to make it compile withot GLES.
This will not make the engine work, but its build won't fail. SVN revision: 78554
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@ -350,10 +350,8 @@ struct _Evas_Engine_GL_Context
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/* If this is set: Force drawing with a particular filter */
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GLuint filter_prog;
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#ifdef GL_GLES
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// FIXME: hack. expose egl display to gl core for egl image sec extn.
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// FIXME: hack. expose egl display to gl core for egl image sec extn.
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void *egldisp;
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#endif
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};
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struct _Evas_GL_Texture_Pool
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@ -2232,8 +2232,13 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#ifdef GL_GLES
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, sfc->w, sfc->h,
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0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, sfc->w, sfc->h,
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0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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#endif
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if (sfc->rt_msaa_samples)
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{
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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@ -2432,7 +2437,12 @@ _check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum at
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if (attachment)
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{
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// This is a little hacky but this is how we'll have to do for now.
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// PS: Now it's even more hacky.
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#ifdef GL_GLES
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if (attach_fmt == GL_DEPTH_STENCIL_OES)
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#else
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if (attach_fmt == GL_DEPTH_STENCIL)
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#endif
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{
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glGenTextures(1, &ds_tex);
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glBindTexture(GL_TEXTURE_2D, ds_tex);
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@ -2440,8 +2450,13 @@ _check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum at
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#ifdef GL_GLES
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, w, h,
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0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, w, h,
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0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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#endif
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if (mult_samples)
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{
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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@ -2538,6 +2553,7 @@ _set_gl_surface_cap(Render_Engine *re)
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re->gl_cap.depth_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, re->gl_cap.msaa_samples[i]);
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re->gl_cap.depth_16[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16, re->gl_cap.msaa_samples[i]);
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#ifdef GL_GLES
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re->gl_cap.depth_24[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24_OES, re->gl_cap.msaa_samples[i]);
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re->gl_cap.depth_32[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32_OES, re->gl_cap.msaa_samples[i]);
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@ -2546,6 +2562,16 @@ _set_gl_surface_cap(Render_Engine *re)
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re->gl_cap.stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8, re->gl_cap.msaa_samples[i]);
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re->gl_cap.depth_24_stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_STENCIL_OES, GL_DEPTH_STENCIL_OES, re->gl_cap.msaa_samples[i]);
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#else
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re->gl_cap.depth_24[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24, re->gl_cap.msaa_samples[i]);
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re->gl_cap.depth_32[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32, re->gl_cap.msaa_samples[i]);
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re->gl_cap.stencil_1[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1, re->gl_cap.msaa_samples[i]);
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re->gl_cap.stencil_4[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4, re->gl_cap.msaa_samples[i]);
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re->gl_cap.stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8, re->gl_cap.msaa_samples[i]);
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re->gl_cap.depth_24_stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, re->gl_cap.msaa_samples[i]);
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#endif
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}
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// _print_gl_surface_cap(re, 0);
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@ -11,8 +11,13 @@
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#define GL_GLEXT_PROTOTYPES
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#ifdef GL_GLES
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# include <GLES2/gl2.h>
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# include <GLES2/gl2ext.h>
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#else
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# include <GL/gl.h>
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# include <GL/glext.h>
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#endif
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#include <wayland-egl.h>
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extern int _evas_engine_wl_egl_log_dom;
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