forked from enlightenment/efl
evas-wayland-egl: Add support for EGL_BUFFER_AGE_EXT and add external
function pointers for glsym_evas_gl functions Signed-off-by: Chris Michael <cp.michael@samsung.com>
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e2c08ffec2
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@ -12,11 +12,9 @@
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# define GL_GLEXT_PROTOTYPES
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# define GL_GLEXT_PROTOTYPES
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# ifdef GL_GLES
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# include <EGL/egl.h>
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# include <EGL/egl.h>
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# include <GLES2/gl2.h>
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# include <GLES2/gl2.h>
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# include <GLES2/gl2ext.h>
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# include <GLES2/gl2ext.h>
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# endif
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# include "../gl_generic/Evas_Engine_GL_Generic.h"
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# include "../gl_generic/Evas_Engine_GL_Generic.h"
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@ -47,6 +45,10 @@ extern int _evas_engine_wl_egl_log_dom;
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# endif
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# endif
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# define CRI(...) EINA_LOG_DOM_CRIT(_evas_engine_wl_egl_log_dom, __VA_ARGS__)
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# define CRI(...) EINA_LOG_DOM_CRIT(_evas_engine_wl_egl_log_dom, __VA_ARGS__)
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# ifndef EGL_BUFFER_AGE_EXT
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# define EGL_BUFFER_AGE_EXT 0x313d
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# endif
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typedef struct _Outbuf Outbuf;
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typedef struct _Outbuf Outbuf;
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struct _Outbuf
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struct _Outbuf
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@ -57,28 +59,83 @@ struct _Outbuf
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int w, h;
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int w, h;
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int depth, screen, rot, alpha;
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int depth, screen, rot, alpha;
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Evas *evas;
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Evas_Engine_Info_Wayland_Egl *info;
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Evas_Engine_GL_Context *gl_context;
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Evas_Engine_GL_Context *gl_context;
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Render_Engine_Swap_Mode swap_mode;
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int prev_age, vsync;
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int frame_cnt;
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struct
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struct
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{
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{
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Eina_Bool drew : 1;
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Eina_Bool drew : 1;
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} draw;
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} draw;
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#ifdef GL_GLES
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EGLContext egl_context[1];
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EGLContext egl_context[1];
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EGLSurface egl_surface[1];
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EGLSurface egl_surface[1];
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EGLConfig egl_config;
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EGLConfig egl_config;
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EGLDisplay egl_disp;
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EGLDisplay egl_disp;
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#endif
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Eina_Bool lost_back : 1;
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Eina_Bool surf : 1;
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Eina_Bool surf : 1;
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};
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};
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Outbuf *eng_window_new(struct wl_display *disp, struct wl_surface *surface, int screen, int depth, int w, int h, int indirect, int alpha, int rot);
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struct _Context_3D
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{
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EGLDisplay display;
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EGLContext context;
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EGLSurface surface;
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};
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extern Eina_Bool extn_have_buffer_age;
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extern Eina_Bool extn_have_y_inverted;
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extern Evas_GL_Common_Context_New glsym_evas_gl_common_context_new;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_flush;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_free;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_use;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_newframe;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_done;
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extern Evas_GL_Common_Context_Resize_Call glsym_evas_gl_common_context_resize;
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extern Evas_GL_Common_Buffer_Dump_Call glsym_evas_gl_common_buffer_dump;
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extern Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_lock;
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extern Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_unlock;
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extern unsigned int (*glsym_eglSwapBuffersWithDamage) (EGLDisplay a, void *b, const EGLint *d, EGLint c);
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Outbuf *eng_window_new(struct wl_display *disp, struct wl_surface *surface, int screen, int depth, int w, int h, int indirect, int alpha, int rot, Render_Engine_Swap_Mode swap_mode);
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void eng_window_free(Outbuf *gw);
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void eng_window_free(Outbuf *gw);
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void eng_window_use(Outbuf *gw);
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void eng_window_use(Outbuf *gw);
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void eng_window_unsurf(Outbuf *gw);
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void eng_window_unsurf(Outbuf *gw);
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void eng_window_resurf(Outbuf *gw);
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void eng_window_resurf(Outbuf *gw);
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Eina_Bool eng_window_make_current(void *data, void *doit);
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void eng_outbuf_reconfigure(Outbuf *ob, int w, int h, int rot, Outbuf_Depth depth);
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int eng_outbuf_rotation_get(Outbuf *ob);
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Render_Engine_Swap_Mode eng_outbuf_swap_mode_get(Outbuf *ob);
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Eina_Bool eng_outbuf_region_first_rect(Outbuf *ob);
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void *eng_outbuf_update_region_new(Outbuf *ob, int x, int y, int w, int h, int *cx, int *cy, int *cw, int *ch);
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void eng_outbuf_update_region_free(Outbuf *ob, RGBA_Image *update);
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void eng_outbuf_update_region_push(Outbuf *ob, RGBA_Image *update, int x, int y, int w, int h);
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void eng_outbuf_flush(Outbuf *ob, Tilebuf_Rect *rects, Evas_Render_Mode render_mode);
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Evas_Engine_GL_Context *eng_outbuf_gl_context_get(Outbuf *ob);
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void *eng_outbuf_egl_display_get(Outbuf *ob);
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Eina_Bool eng_preload_make_current(void *data, void *doit);
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Context_3D *eng_gl_context_new(Outbuf *win);
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void eng_gl_context_free(Context_3D *context);
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void eng_gl_context_use(Context_3D *context);
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static inline int
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_re_wincheck(Outbuf *ob)
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{
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if (ob->surf) return 1;
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eng_window_resurf(ob);
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ob->lost_back = EINA_TRUE;
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if (!ob->surf)
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ERR("Wayland EGL Engine cannot recreate window surface");
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return 0;
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}
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#endif
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#endif
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