efl/src/lib/evas/Evas_GL.h

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#ifndef _EVAS_GL_H
#define _EVAS_GL_H
#include <Evas.h>
//#include <GL/gl.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* @defgroup Evas_GL Rendering GL on Evas
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* @ingroup Evas_Canvas
*
* @brief This group discusses the functions that are used to do OpenGL rendering on Evas. Evas allows you
* to use OpenGL to render to specially set up image objects (which act as
* render target surfaces).
*
*
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* <h2> Evas GL usage example </h2>
*
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* Below is an illustrative example of how to use OpenGL to render to an
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* object in Evas.
*
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* @code
// Simple Evas_GL example
#include <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas_GL.h>
#include <stdio.h>
// GL related data here..
typedef struct _GLData
{
Evas_GL_Context *ctx;
Evas_GL_Surface *sfc;
Evas_GL_Config *cfg;
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Evas_GL *evasgl;
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
Eina_Bool initialized : 1;
} GLData;
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// Callbacks we need to handle deletion on the object and updates/draws
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static void on_del (void *data, Evas *e, Evas_Object *obj, void *event_info);
static void on_pixels (void *data, Evas_Object *obj);
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// Demo - animator just to keep ticking over asking to draw the image
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static Eina_Bool on_animate (void *data);
// gl stuff
static int init_shaders (GLData *gld);
static GLuint load_shader (GLData *gld, GLenum type, const char *shader_src);
int
main(int argc, char **argv)
{
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// A size by default
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int w = 256, h = 256;
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// Some variables we will use
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Ecore_Evas *ee;
Evas *canvas;
Evas_Object *r1;
Evas_Native_Surface ns;
GLData *gld = NULL;
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// Regular low-level EFL (ecore+ecore-evas) init. elm is simpler
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ecore_init();
ecore_evas_init();
ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512);
ecore_evas_title_set(ee, "Ecore_Evas Template");
canvas = ecore_evas_get(ee);
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// Alloc a data struct to hold our relevant gl info in it
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if (!(gld = calloc(1, sizeof(GLData)))) return 0;
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//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// get the evas gl handle for doing gl things
gld->evasgl = evas_gl_new(canvas);
gld->glapi = evas_gl_api_get(gld->evasgl);
// Set a surface config
gld->cfg = evas_gl_config_new();
gld->cfg->color_format = EVAS_GL_RGBA_8888;
//gld->cfg->depth_bits = EVAS_GL_DEPTH_NONE; // Othe config options
//gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
//gld->cfg->options_bits = EVAS_GL_OPTIONS_NONE;
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// Create a surface and context
gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, w, h);
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gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
//-//
//-//-//-// END GL INIT BLOB
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// Set up the image object. A filled one by default
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r1 = evas_object_image_filled_add(canvas);
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// Attach important data we need to the object using key names. This just
// avoids some global variables which means we can do a good cleanup. You can
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// avoid this if you are lazy
evas_object_data_set(r1, "..gld", gld);
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// When the object is deleted - call the on_del callback. Like the above,
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// this is just being clean
evas_object_event_callback_add(r1, EVAS_CALLBACK_DEL, on_del, NULL);
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// Set up an actual pixel size for the buffer data. It may be different
// from the output size. Any windowing system has something like this, only
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// evas has 2 sizes, a pixel size and the output object size
evas_object_image_size_set(r1, w, h);
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// Set up the native surface info to use the context and surface created
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// above
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
evas_object_image_native_surface_set(r1, &ns);
evas_object_image_pixels_get_callback_set(r1, on_pixels, r1);
//-//
//-//-//-// END GL INIT BLOB
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// Move the image object somewhere, resize it, and show it. Any windowing
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// system would need this kind of thing - place a child "window"
evas_object_move(r1, 128, 128);
evas_object_resize(r1, w, h);
evas_object_show(r1);
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// Animating - just a demo. As long as you trigger an update on the image
// object via evas_object_image_pixels_dirty_set(), any display system,
// mainloop system etc., will have something of this kind unless it's making
// you spin infinitely by yourself and invent your own animation mechanism
//
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// NOTE: If you delete r1, this animator will keep running and trying to access
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// r1 so you'd better delete this animator with ecore_animator_del() or
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// structure how you do animation differently. You can also attach it like
// evasgl, sfc, etc., if this animator is specific to this object
// then delete it in the del handler for the obj.
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ecore_animator_add(on_animate, r1);
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// Finally show the window for the world to see. Windowing system generic
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ecore_evas_show(ee);
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// Begin the mainloop and tick over the animator, handle events, etc.
// Also windowing system generic
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ecore_main_loop_begin();
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// Standard EFL shutdown stuff - generic for most systems, EFL or not
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ecore_evas_shutdown();
ecore_shutdown();
return 0;
}
static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
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// On delete of our object clean up some things that don't get auto
// deleted for us as they are not intrinsically bound to the image
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// object as such (you could use the same context and surface across
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// multiple image objects and re-use the evasgl handle multiple times.
// Here we bind them to only 1 object though by doing this.
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GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
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evas_object_data_del(obj, "..gld");
// Do a make_current before deleting all the GL stuff.
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
evas_gl_surface_destroy(gld->evasgl, gld->sfc);
evas_gl_context_destroy(gld->evasgl, gld->ctx);
evas_gl_config_free(gld->cfg);
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evas_gl_free(gld->evasgl);
free(gld);
}
static void
on_pixels(void *data, Evas_Object *obj)
{
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// Get some variable we need from the object data keys
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GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
GLfloat vVertices[] =
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{
0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
int w, h;
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// Get the image size, in case it changed, with evas_object_image_size_set()
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evas_object_image_size_get(obj, &w, &h);
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// Set up the context and surface as the current one
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evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
if (!gld->initialized)
{
if (!init_shaders(gld)) printf("Error Initializing Shaders\n");
gld->initialized = EINA_TRUE;
}
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// GL Viewport stuff. You can avoid doing this if viewport is all the
// same as the last frame, if you want
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gl->glViewport(0, 0, w, h);
// Clear the buffer
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gl->glClearColor(1.0, 0.0, 0.0, 1);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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// Draw a Triangle
gl->glEnable(GL_BLEND);
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
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gl->glUseProgram(gld->program);
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
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// Optional - Flush the GL pipeline
gl->glFlush();
}
static Eina_Bool
on_animate(void *data)
{
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// Just a demo - Animate here whenever an animation tick happens and then
// mark the image as "dirty" meaning it needs an update the next time evas
// renders. It will then call the pixel get callback.
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evas_object_image_pixels_dirty_set(data, EINA_TRUE);
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return EINA_TRUE; // Keep looping
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}
static GLuint
load_shader(GLData *gld, GLenum type, const char *shader_src)
{
Evas_GL_API *gl = gld->glapi;
GLuint shader;
GLint compiled = 0;
// Create the shader object
if (!(shader = gl->glCreateShader(type))) return 0;
gl->glShaderSource(shader, 1, &shader_src, NULL);
// Compile the shader
gl->glCompileShader(shader);
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
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{
GLint len = 0;
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gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
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if (info)
{
gl->glGetShaderInfoLog(shader, len, NULL, info);
printf("Error compiling shader:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteShader(shader);
return 0;
}
return shader;
}
// Initialize the shader and program object
static int
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init_shaders(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char vShaderStr[] =
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"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
const char fShaderStr[] =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
"} \n";
GLint linked = 0;
// Load the vertex/fragment shaders
gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, vShaderStr);
gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
if (!(gld->program = gl->glCreateProgram())) return 0;
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
// Bind vPosition to attribute 0
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gl->glBindAttribLocation(gld->program, 0, "vPosition");
// Link the program
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
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{
GLint len = 0;
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gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
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if (info)
{
gl->glGetProgramInfoLog(gld->program, len, NULL, info);
printf("Error linking program:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteProgram(gld->program);
return 0;
}
return 1;
}
* @endcode
*
* @ingroup Evas_Canvas
*/
/**
* @addtogroup Evas_GL
* @{
*/
/**
* @typedef Evas_GL
*
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* @brief The structure type of the Evas GL object used to render GL in Evas.
*/
typedef struct _Evas_GL Evas_GL;
/**
* @typedef Evas_GL_Surface
*
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* @brief The structure type of the Evas GL Surface object, a GL rendering target in Evas GL.
*/
typedef struct _Evas_GL_Surface Evas_GL_Surface;
/**
* @typedef Evas_GL_Context
*
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* @brief The structure type of the Evas GL Context object, a GL rendering context in Evas GL.
*/
typedef struct _Evas_GL_Context Evas_GL_Context;
/**
* @typedef Evas_GL_Config
*
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* @brief The structure type of the Evas GL Surface configuration object for surface creation.
*/
typedef struct _Evas_GL_Config Evas_GL_Config;
/**
* @typedef Evas_GL_API
*
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* @brief The structure type of the Evas GL API object that contains the GL APIs to be used in Evas GL.
*/
typedef struct _Evas_GL_API Evas_GL_API;
/**
* @typedef Evas_GL_Func
*
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* @brief Represents a function pointer, that can be used for Evas GL extensions.
*/
typedef void *Evas_GL_Func;
/**
* @typedef EvasGLImage
*
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* @brief Represents an Evas GL Image object used with Evas GL Image extensions.
*/
typedef void *EvasGLImage;
/**
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* @brief Enumeration that defines the available surface color formats.
*/
typedef enum _Evas_GL_Color_Format
{
EVAS_GL_RGB_888 = 0,
EVAS_GL_RGBA_8888 = 1
} Evas_GL_Color_Format;
/**
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* @brief Enumeration that defines the Surface Depth Format.
*/
typedef enum _Evas_GL_Depth_Bits
{
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;
/**
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* @brief Enumeration that defines the Surface Stencil Format.
*/
typedef enum _Evas_GL_Stencil_Bits
{
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;
/**
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* @brief Enumeration that defines the Configuration Options.
*
* @since 1.1
*/
typedef enum _Evas_GL_Options_Bits
{
EVAS_GL_OPTIONS_NONE = 0, /**< No extra options */
EVAS_GL_OPTIONS_DIRECT = (1<<0),/**< Optional hint to allow rendering directly to the Evas window if possible */
EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION = (1<<1) /**< Force direct rendering even if the canvas is rotated.
* In that case, it is the application's role to rotate the contents of
* the Evas_GL view. @see evas_gl_rotation_get. @since 1.12 */
} Evas_GL_Options_Bits;
/**
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* @brief Enumeration that defines the configuration options for a Multisample Anti-Aliased (MSAA) rendering surface.
*
* @since 1.2
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*
* @remarks This only works on devices that support the required extensions.
*/
typedef enum _Evas_GL_Multisample_Bits
{
EVAS_GL_MULTISAMPLE_NONE = 0, /**< No multisample rendering */
EVAS_GL_MULTISAMPLE_LOW = 1, /**< MSAA with minimum number of samples */
EVAS_GL_MULTISAMPLE_MED = 2, /**< MSAA with half the maximum number of samples */
EVAS_GL_MULTISAMPLE_HIGH = 3 /**< MSAA with maximum allowed samples */
} Evas_GL_Multisample_Bits;
/**
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* @struct _Evas_GL_Config
*
* @brief A structure used to specify the configuration of an @ref Evas_GL_Surface.
*
* This structure should be allocated with @ref evas_gl_config_new() and released
* with @ref evas_gl_config_free().
*
* @see evas_gl_surface_create
* @see evas_gl_pbuffer_surface_create
*/
struct _Evas_GL_Config
{
Evas_GL_Color_Format color_format; /**< Surface Color Format */
Evas_GL_Depth_Bits depth_bits; /**< Surface Depth Bits */
Evas_GL_Stencil_Bits stencil_bits; /**< Surface Stencil Bits */
Evas_GL_Options_Bits options_bits; /**< Extra Surface Options */
Evas_GL_Multisample_Bits multisample_bits; /**< Optional Surface MSAA Bits */
};
/** @brief Constant to use when calling @ref evas_gl_string_query to retrieve the available Evas_GL extensions. */
#define EVAS_GL_EXTENSIONS 1
/**
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* @brief Creates a new Evas_GL object and returns a handle for GL rendering with the EFL.
*
* @param[in] e The given Evas canvas to use
*
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* @return The created Evas_GL object, or @c NULL in case of failure
*/
EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
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* @brief Frees an Evas_GL object.
*
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* @param[in] evas_gl The given Evas_GL object to destroy
*
* @see evas_gl_new
*/
EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
/**
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* @brief Allocates a new config object for the user to fill out.
*
* @remarks As long as Evas creates a config object for the user, it takes care
* of the backward compatibility issue.
*
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* @see evas_gl_config_free
*/
EAPI Evas_GL_Config *evas_gl_config_new (void);
/**
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* @brief Frees a config object created from evas_gl_config_new.
*
* @param[in] cfg The configuration structure to free, it can not be accessed afterwards.
*
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* @remarks As long as Evas creates a config object for the user, it takes care
* of the backward compatibility issue.
*
* @see evas_gl_config_new
*/
EAPI void evas_gl_config_free (Evas_GL_Config *cfg) EINA_ARG_NONNULL(1);
/**
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* @brief Creates and returns a new @ref Evas_GL_Surface object for GL Rendering.
*
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* @param[in] evas_gl The given Evas_GL object
* @param[in] cfg The pixel format and configuration of the rendering surface
* @param[in] w The width of the surface
* @param[in] h The height of the surface
*
* @return The created GL surface object,
* otherwise @c NULL on failure
*
* @see evas_gl_surface_destroy
*/
EAPI Evas_GL_Surface *evas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);
/**
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* @brief Destroys an Evas GL Surface.
*
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* @param[in] evas_gl The given Evas_GL object
* @param[in] surf The given GL surface object
*/
EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
/**
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* @brief Creates and returns a new Evas GL context object.
*
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* @param[in] evas_gl The given Evas_GL object
* @param[in] share_ctx An Evas_GL context to share with the new context
*
* @return The created context,
* otherwise @c NULL on failure
*/
EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
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* @brief Destroys the given Evas GL context object.
*
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* @param[in] evas_gl The given Evas_GL object
* @param[in] ctx The given Evas GL context
*
* @see evas_gl_context_create
* @see evas_gl_context_version_create
*/
EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
/**
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* @brief Sets the given context as the current context for the given surface.
*
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* @param[in] evas_gl The given Evas_GL object
* @param[in] surf The given Evas GL surface
* @param[in] ctx The given Evas GL context
* @return @c EINA_TRUE if successful,
* otherwise @c EINA_FALSE if not
*/
EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/**
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* @brief Returns a pointer to a static, null-terminated string describing some aspect of Evas GL.
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
*
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* @param[in] evas_gl The given Evas_GL object
* @param[in] name A symbolic constant, only @ref EVAS_GL_EXTENSIONS is supported for now
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
*/
EAPI const char *evas_gl_string_query (Evas_GL *evas_gl, int name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_PURE;
/**
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* @brief Returns a extension function from OpenGL or the Evas_GL glue layer.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] name The name of the function to return
*
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* The available extension functions may depend on the backend engine Evas GL is
* running on.
*
* @return A function pointer to the Evas_GL extension.
*/
EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE;
/**
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* @brief Fills in the Native Surface information from a given Evas GL surface.
*
* @param[in] evas_gl The given Evas_GL object
* @param[in] surf The given Evas GL surface to retrieve the Native Surface information from
* @param[out] ns The native surface structure that the function fills in
* @return @c EINA_TRUE if successful,
* otherwise @c EINA_FALSE if not
*
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* @details This function can be called to later set this native surface as
* source of an Evas Object Image. Please refer to
* @ref evas_object_image_native_surface_set.
*/
EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3);
/**
* Get the API for rendering using OpenGL
*
* @param evas_gl The given Eva_GL object.
* @return The API to use.
*
* This returns a structure that contains all the OpenGL functions you can
* use to render in Evas. These functions consist of all the standard
* OpenGL-ES2.0 functions and any extra ones Evas has decided to provide in
* addition. This means that if you have your code ported to OpenGL-ES2.0,
* it will be easy to render to Evas.
*
*/
EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
/**
* @brief Get the current rotation of the view, in degrees.
*
* This function should be called in order to properly handle the current
* rotation of the view. It will always return 0 unless the option
* @ref EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION has been set.
*
* Indeed, in case of direct rendering to the back buffer, the client
* application is responsible for properly rotating its view. This can generally
* be done by applying a rotation to a view matrix.
*
* @param[in] evas_gl The current Evas_GL object
*
* @note The returned value may not be the same as the window rotation, for
* example if indirect rendering is used as a fallback, or if the GPU supports
* transparent rotation of the buffer during swap.
*
* @return 0, 90, 180 or 270 depending on the Evas canvas' orientation.
*
* @see EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION
*
* @since 1.12
*/
EAPI int evas_gl_rotation_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1) EINA_WARN_UNUSED_RESULT;
/**
* @brief Query a surface for its properties
*
* @param[in] evas_gl The current Evas_GL object
* @param[in] surface An Evas_GL_Surface surface to query
* @param[in] attribute Specifies the attribute to query.
* @param[out] value Returns the requested value (usually an int)
*
* The currently accepted attributes are the following:
* @li @ref EVAS_GL_WIDTH,
* @li @ref EVAS_GL_HEIGHT,
* @li @ref EVAS_GL_TEXTURE_FORMAT,
* @li @ref EVAS_GL_TEXTURE_TARGET
*
* @return EINA_TRUE in case of success, EINA_FALSE in case of error.
*
* @since_tizen 2.3
*/
EAPI Eina_Bool evas_gl_surface_query (Evas_GL *evas_gl, Evas_GL_Surface *surface, int attribute, void *value) EINA_ARG_NONNULL(1,2);
/**
* @brief Returns the last error of any evas_gl function called in the current thread.
* Initially, the error is set to @ref EVAS_GL_SUCCESS. A call to @ref evas_gl_error_get
* resets the error to @ref EVAS_GL_SUCCESS.
*
* @param[in] evas_gl The given Evas_GL object
*
* @return @ref EVAS_GL_SUCCESS in case of no error, or any other @c EVAS_GL error code.
*
* Since Evas GL is a glue layer for GL imitating EGL, the error codes returned
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* have a similar meaning as those defined in EGL, so please refer to the EGL
* documentation for more information about the various error codes.
*
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* @note Evas GL does not specify exactly which error codes will be returned in
* which circumstances. This is because different backends may behave
* differently and Evas GL will try to give the most meaningful error code
* based on the backend's error. Evas GL only tries to provide some
* information, so an application can not expect the exact same error
* codes as EGL would return.
*
* @since 1.12
*/
EAPI int evas_gl_error_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
/**
* @brief Returns the Evas GL context object in use or set by @ref evas_gl_make_current.
*
* @param[in] evas_gl The given Evas_GL object
*
* @return The current context for the calling thread, or @c NULL in case of
* failure and when there is no current context in this thread.
*
* @since 1.12
*/
EAPI Evas_GL_Context *evas_gl_current_context_get (Evas_GL *evas_gl) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* @brief Returns the Evas GL surface object in use or set by @ref evas_gl_make_current
*
* @param evas_gl The given Evas_GL object
*
* @return The current surface for the calling thread, or @c NULL in case of
* failure and when there is no current surface in this thread.
*
* This can be used to get a handle to the current surface, so as to switch
* between contexts back and forth. Note that the OpenGL driver may stall when
* doing so.
*
* @see evas_gl_make_current
*
* @since 1.12
*/
EAPI Evas_GL_Surface *evas_gl_current_surface_get (Evas_GL *evas_gl) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/*-------------------------------------------------------------------------
* Data types, definitions and values for use with Evas GL.
*
* The following definitions have been imported from the official GLES/GLES2
* header files. Please do not include the official GL headers along with
* Evas_GL.h as these will conflict.
*-----------------------------------------------------------------------*/
#ifndef KHRONOS_SUPPORT_INT64
typedef unsigned long long khronos_uint64_t;
typedef signed long long khronos_int64_t;
#endif
// Due to build conflicts on various platforms, we can't use GL[u]int64 directly
typedef khronos_int64_t EvasGLint64;
typedef khronos_uint64_t EvasGLuint64;
#if !defined(__gl_h_) && !defined(__gl2_h_)
# define __gl_h_
# define __gl2_h_
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef signed char GLbyte; // Changed khronos_int8_t
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLubyte; // Changed khronos_uint8_t
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef float GLfloat; // Changed khronos_float_t
typedef float GLclampf; // Changed khronos_float_t
typedef signed int GLfixed; // Changed khronos_int32_t
/* GL types for handling large vertex buffer objects */
typedef signed long int GLintptr; // Changed khronos_intptr_t
typedef signed long int GLsizeiptr; // Changed khronos_ssize_t
/* OpenGL ES core versions */
//#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX 0x1901
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
#endif
#if !defined(__glext_h_) && !defined(__gl2ext_h_)
# define __glext_h_
# define __gl2ext_h_
//---------------------------//
// GLES extension defines
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/* GL_OES_compressed_ETC1_RGB8_texture */
#define GL_ETC1_RGB8_OES 0x8D64
/* The following are OpenGL ES 3.0 definitions for ETC2
* Note that RGB8_ETC2 is a superset of GL_OES_compressed_ETC1_RGB8_texture */
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/* GL_OES_compressed_paletted_texture */
#define GL_PALETTE4_RGB8_OES 0x8B90
#define GL_PALETTE4_RGBA8_OES 0x8B91
#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
#define GL_PALETTE4_RGBA4_OES 0x8B93
#define GL_PALETTE4_RGB5_A1_OES 0x8B94
#define GL_PALETTE8_RGB8_OES 0x8B95
#define GL_PALETTE8_RGBA8_OES 0x8B96
#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
#define GL_PALETTE8_RGBA4_OES 0x8B98
#define GL_PALETTE8_RGB5_A1_OES 0x8B99
/* GL_OES_depth24 */
#define GL_DEPTH_COMPONENT24_OES 0x81A6
/* GL_OES_depth32 */
#define GL_DEPTH_COMPONENT32_OES 0x81A7
/* GL_OES_get_program_binary */
#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE
#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF
/* GL_OES_mapbuffer */
#define GL_WRITE_ONLY_OES 0x88B9
#define GL_BUFFER_ACCESS_OES 0x88BB
#define GL_BUFFER_MAPPED_OES 0x88BC
#define GL_BUFFER_MAP_POINTER_OES 0x88BD
/* GL_OES_packed_depth_stencil */
#define GL_DEPTH_STENCIL_OES 0x84F9
#define GL_UNSIGNED_INT_24_8_OES 0x84FA
#define GL_DEPTH24_STENCIL8_OES 0x88F0
/* GL_OES_rgb8_rgba8 */
#define GL_RGB8_OES 0x8051
#define GL_RGBA8_OES 0x8058
/* GL_OES_standard_derivatives */
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B
/* GL_OES_stencil1 */
#define GL_STENCIL_INDEX1_OES 0x8D46
/* GL_OES_stencil4 */
#define GL_STENCIL_INDEX4_OES 0x8D47
/* GL_OES_texture_3D */
#define GL_TEXTURE_WRAP_R_OES 0x8072
#define GL_TEXTURE_3D_OES 0x806F
#define GL_TEXTURE_BINDING_3D_OES 0x806A
#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073
#define GL_SAMPLER_3D_OES 0x8B5F
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4
/* GL_OES_texture_float */
/* No new tokens introduced by this extension. */
/* GL_OES_texture_float_linear */
/* No new tokens introduced by this extension. */
/* GL_OES_texture_half_float */
#define GL_HALF_FLOAT_OES 0x8D61
/* GL_OES_texture_half_float_linear */
/* No new tokens introduced by this extension. */
/* GL_OES_texture_npot */
/* No new tokens introduced by this extension. */
/* GL_OES_vertex_half_float */
/* GL_HALF_FLOAT_OES defined in GL_OES_texture_half_float already. */
/* GL_OES_vertex_type_10_10_10_2 */
#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6
#define GL_INT_10_10_10_2_OES 0x8DF7
/*------------------------------------------------------------------------*
* AMD extension tokens
*------------------------------------------------------------------------*/
/* GL_AMD_compressed_3DC_texture */
#define GL_3DC_X_AMD 0x87F9
#define GL_3DC_XY_AMD 0x87FA
/* GL_AMD_compressed_ATC_texture */
#define GL_ATC_RGB_AMD 0x8C92
#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
/* GL_AMD_performance_monitor */
#define GL_COUNTER_TYPE_AMD 0x8BC0
#define GL_COUNTER_RANGE_AMD 0x8BC1
#define GL_UNSIGNED_INT64_AMD 0x8BC2
#define GL_PERCENTAGE_AMD 0x8BC3
#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4
#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5
#define GL_PERFMON_RESULT_AMD 0x8BC6
/* GL_AMD_program_binary_Z400 */
#define GL_Z400_BINARY_AMD 0x8740
/*------------------------------------------------------------------------*
* EXT extension tokens
*------------------------------------------------------------------------*/
/* GL_EXT_blend_minmax */
#define GL_MIN_EXT 0x8007
#define GL_MAX_EXT 0x8008
/* GL_EXT_discard_framebuffer */
#define GL_COLOR_EXT 0x1800
#define GL_DEPTH_EXT 0x1801
#define GL_STENCIL_EXT 0x1802
/* GL_EXT_multi_draw_arrays */
/* No new tokens introduced by this extension. */
/* GL_EXT_read_format_bgra */
#define GL_BGRA_EXT 0x80E1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366
/* GL_EXT_texture_filter_anisotropic */
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
/* GL_EXT_texture_format_BGRA8888 */
#define GL_BGRA_EXT 0x80E1
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/* GL_EXT_texture_type_2_10_10_10_REV */
#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368
/* GL_EXT_multisampled_render_to_texture */
#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
#define GL_MAX_SAMPLES_EXT 0x8D57
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/*------------------------------------------------------------------------*
* IMG extension tokens
*------------------------------------------------------------------------*/
/* GL_IMG_program_binary */
#define GL_SGX_PROGRAM_BINARY_IMG 0x9130
/* GL_IMG_read_format */
#define GL_BGRA_IMG 0x80E1
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365
/* GL_IMG_shader_binary */
#define GL_SGX_BINARY_IMG 0x8C0A
/* GL_IMG_texture_compression_pvrtc */
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
/* GL_IMG_multisampled_render_to_texture */
#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134
#define GL_MAX_SAMPLES_IMG 0x9135
#define GL_TEXTURE_SAMPLES_IMG 0x9136
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/*------------------------------------------------------------------------*
* NV extension tokens
*------------------------------------------------------------------------*/
/* GL_NV_fence */
#define GL_ALL_COMPLETED_NV 0x84F2
#define GL_FENCE_STATUS_NV 0x84F3
#define GL_FENCE_CONDITION_NV 0x84F4
/*------------------------------------------------------------------------*
* QCOM extension tokens
*------------------------------------------------------------------------*/
/* GL_QCOM_driver_control */
/* No new tokens introduced by this extension. */
/* GL_QCOM_extended_get */
#define GL_TEXTURE_WIDTH_QCOM 0x8BD2
#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3
#define GL_TEXTURE_DEPTH_QCOM 0x8BD4
#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5
#define GL_TEXTURE_FORMAT_QCOM 0x8BD6
#define GL_TEXTURE_TYPE_QCOM 0x8BD7
#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8
#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9
#define GL_TEXTURE_TARGET_QCOM 0x8BDA
#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB
#define GL_STATE_RESTORE 0x8BDC
/* GL_QCOM_extended_get2 */
/* No new tokens introduced by this extension. */
/* GL_QCOM_perfmon_global_mode */
#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0
/* GL_QCOM_writeonly_rendering */
#define GL_WRITEONLY_RENDERING_QCOM 0x8823
/*------------------------------------------------------------------------*
* End of extension tokens, start of corresponding extension functions
*------------------------------------------------------------------------*/
/* EvasGL_KHR_image */
#define EVAS_GL_NATIVE_PIXMAP 0x30B0 /* evasglCreateImage target */
/* EvasGL_KHR_vg_parent_image */
#define EVAS_VG_PARENT_IMAGE 0x30BA /* evasglCreateImage target */
/* EvasGL_KHR_gl_texture_2D_image */
#define EVAS_GL_TEXTURE_2D 0x30B1 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_LEVEL 0x30BC /* evasglCreateImage attribute */
/* EvasGL_KHR_gl_texture_cubemap_image */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 /* evasglCreateImage target */
/* EvasGL_KHR_gl_texture_3D_image */
#define EVAS_GL_TEXTURE_3D 0x30B2 /* evasglCreateImage target */
#define EVAS_GL_TEXTURE_ZOFFSET 0x30BD /* evasglCreateImage attribute */
/* EvasGL_KHR_gl_renderbuffer_image */
#define EVAS_GL_RENDERBUFFER 0x30B9 /* evasglCreateImage target */
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
#endif
// These types are required since we can't include GLES/gl.h or gl2.h
typedef signed int GLclampx; // Changed khronos_int32_t
typedef struct __GLsync* GLsync;
/*
* EGL-related definitions
*
* Note the names have been changed from EGL to EvasGL so as to be
* platform independent. Except for the error codes, the following
* EVAS_GL_x definitions have the same values as their EGL_x counterparts.
* Please note that the error codes have been reset to start from 0 (success).
*/
/* EGL/EvasGL Types */
typedef void *EvasGLSync;
typedef unsigned long long EvasGLTime;
/* @brief Attribute list terminator
* 0 is also accepted as an attribute terminator.
* Evas_GL will ensure that the attribute list is always properly terminated
* (eg. using EGL_NONE for EGL backends) and the values are supported by the
* backends.
*/
#define EVAS_GL_NONE 0x3038
/* EGL_KHR_image_base */
#define EVAS_GL_image_base 1
#define EVAS_GL_IMAGE_PRESERVED 0x30D2 /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext, the default is @c EINA_FALSE. Please refer to @c EGL_IMAGE_PRESERVED_KHR. */
/* EGL_KHR_image */
#define EVAS_GL_image 1
#define EVAS_GL_NATIVE_PIXMAP 0x30B0 /**< @internal A target for @ref evasglCreateImage or @ref evasglCreateImageForContext. Since it is X11-specific, it should not be used by Tizen applications. */
/* EGL_KHR_vg_parent_image */
#define EVAS_VG_PARENT_IMAGE 0x30BA /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_texture_2D_image */
#define EVAS_GL_TEXTURE_2D 0x30B1 /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_LEVEL 0x30BC /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_texture_cubemap_image */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_texture_3D_image */
#define EVAS_GL_TEXTURE_3D 0x30B2 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
#define EVAS_GL_TEXTURE_ZOFFSET 0x30BD /**< @brief An attribute for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* EGL_KHR_gl_renderbuffer_image */
#define EVAS_GL_RENDERBUFFER 0x30B9 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext */
/* Out-of-band attribute value */
#define EVAS_GL_DONT_CARE (-1)
/* EGL_TIZEN_image_native_surface */
#define EVAS_GL_TIZEN_image_native_surface 1
#define EVAS_GL_NATIVE_SURFACE_TIZEN 0x32A1 /**< @brief A target for @ref evasglCreateImage or @ref evasglCreateImageForContext. This is a Tizen specific feature. */
/**
* @name Evas GL error codes
*
* These are the possible return values of @ref evas_gl_error_get.
* The values are the same as EGL error codes - @c EGL_SUCCESS.
*
* Some of the values may be set directly by Evas GL when an obvious error was
* detected (eg. @c NULL pointers or invalid dimensions), otherwise Evas GL will
* call the backend's GetError() function and translate to a valid @c EVAS_GL_
* error code.
*
* @since 1.12
*
* @{
*/
#define EVAS_GL_SUCCESS 0x0000 /**< @brief The last evas_gl_ operation succeeded. A call to @c evas_gl_error_get() will reset the error. */
#define EVAS_GL_NOT_INITIALIZED 0x0001 /**< @brief Evas GL was not initialized or a @c NULL pointer was passed */
#define EVAS_GL_BAD_ACCESS 0x0002 /**< @brief Bad access; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_ALLOC 0x0003 /**< @brief Bad allocation; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_ATTRIBUTE 0x0004 /**< @brief Bad attribute; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CONFIG 0x0005 /**< @brief Bad configuration; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CONTEXT 0x0006 /**< @brief Bad context; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_CURRENT_SURFACE 0x0007 /**< @brief Bad current surface; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_DISPLAY 0x0008 /**< @brief Bad display; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_MATCH 0x0009 /**< @brief Bad match; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_NATIVE_PIXMAP 0x000A /**< @internal Bad native pixmap; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_NATIVE_WINDOW 0x000B /**< @brief Bad native window; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_PARAMETER 0x000C /**< @brief Bad parameter; for more information, please refer to its EGL counterpart */
#define EVAS_GL_BAD_SURFACE 0x000D /**< @brief Bad surface; for more information, please refer to its EGL counterpart */
/* EGL 1.1 - IMG_power_management */
#define EVAS_GL_CONTEXT_LOST 0x000E /**< @brief Context lost; for more information, please refer to its EGL counterpart */
/** @} */
/* EGL_KHR_fence_sync - EVAS_GL_fence_sync */
#define EVAS_GL_fence_sync 1
/* EGL_KHR_reusable_sync - EVAS_GL_reusable_sync */
#define EVAS_GL_reusable_sync 1
/* EGL_KHR_wait_sync - EVAS_GL_wait_sync */
#define EVAS_GL_KHR_wait_sync 1
/**
* @name Constants used to define and wait for Sync objects.
* @{
*/
#define EVAS_GL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_CONDITION */
#define EVAS_GL_SYNC_STATUS 0x30F1 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SIGNALED 0x30F2 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_STATUS */
#define EVAS_GL_UNSIGNALED 0x30F3 /**< @brief A value for @ref evasglGetSyncAttrib with @ref EVAS_GL_SYNC_STATUS */
#define EVAS_GL_TIMEOUT_EXPIRED 0x30F5 /**< @brief A returned by @ref evasglClientWaitSync */
#define EVAS_GL_CONDITION_SATISFIED 0x30F6 /**< @brief A returned by @ref evasglClientWaitSync */
#define EVAS_GL_SYNC_TYPE 0x30F7 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SYNC_CONDITION 0x30F8 /**< @brief A attribute for @ref evasglGetSyncAttrib */
#define EVAS_GL_SYNC_FENCE 0x30F9 /**< @brief A type for @ref evasglCreateSync */
#define EVAS_GL_SYNC_REUSABLE 0x30FA /**< @brief A type for @ref evasglCreateSync */
#define EVAS_GL_SYNC_FLUSH_COMMANDS_BIT 0x0001 /**< @brief A flag for @ref evasglClientWaitSync */
#define EVAS_GL_FOREVER 0xFFFFFFFFFFFFFFFFull /**< @brief Disable wait timeout */
#define EVAS_GL_NO_SYNC ((EvasGLSync) NULL) /**< @brief Empty sync object, see @ref evasglCreateSync */
/** @} */
/**
* @name Surface attributes
* The attributes can be queried using @ref evas_gl_surface_query
* @{
*/
2014-09-18 23:45:28 -07:00
#define EVAS_GL_HEIGHT 0x3056 /**< @brief Attribute for @ref evas_gl_surface_query, returns the surface width in pixels (@c value should be an @c int) */
#define EVAS_GL_WIDTH 0x3057 /**< @brief Attribute for @ref evas_gl_surface_query, returns the surface width in pixels (@c value should be an @c int) */
#define EVAS_GL_TEXTURE_FORMAT 0x3080 /**< @brief Attribute for @ref evas_gl_surface_query, returns an @ref Evas_GL_Color_Format */
#define EVAS_GL_TEXTURE_TARGET 0x3081 /**< @brief Attribute for @ref evas_gl_surface_query, returns @ref EVAS_GL_TEXTURE_2D (if format is @c EVAS_GL_RGB_888 or @c EVAS_GL_RGBA_8888) or 0 (meaning @c NO_TEXTURE, from @c EVAS_GL_NO_FBO) (@c value should be an @c int) */
/** @} */
#define EVAS_GL_API_VERSION 1
/**
* @brief The Evas GL API
* This structure contains function pointers to the available GL functions.
* Some of these functions may be wrapped internally by Evas GL.
*/
struct _Evas_GL_API
{
int version;
/**
* @anchor gles2
* @name OpenGL-ES 2.0.
*
* Evas_GL_API version 1.
*
* The following functions are supported in all OpenGL-ES 2.0 contexts.
* @{
*/
void (*glActiveTexture) (GLenum texture);
void (*glAttachShader) (GLuint program, GLuint shader);
void (*glBindAttribLocation) (GLuint program, GLuint index, const char* name);
void (*glBindBuffer) (GLenum target, GLuint buffer);
void (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
void (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
void (*glBindTexture) (GLenum target, GLuint texture);
void (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glBlendEquation) ( GLenum mode );
void (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha);
void (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
void (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
void (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
GLenum (*glCheckFramebufferStatus) (GLenum target);
void (*glClear) (GLbitfield mask);
void (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glClearDepthf) (GLclampf depth);
void (*glClearStencil) (GLint s);
void (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (*glCompileShader) (GLuint shader);
void (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
void (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
void (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint (*glCreateProgram) (void);
GLuint (*glCreateShader) (GLenum type);
void (*glCullFace) (GLenum mode);
void (*glDeleteBuffers) (GLsizei n, const GLuint* buffers);
void (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
void (*glDeleteProgram) (GLuint program);
void (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
void (*glDeleteShader) (GLuint shader);
void (*glDeleteTextures) (GLsizei n, const GLuint* textures);
void (*glDepthFunc) (GLenum func);
void (*glDepthMask) (GLboolean flag);
void (*glDepthRangef) (GLclampf zNear, GLclampf zFar);
void (*glDetachShader) (GLuint program, GLuint shader);
void (*glDisable) (GLenum cap);
void (*glDisableVertexAttribArray) (GLuint index);
void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices);
void (*glEnable) (GLenum cap);
void (*glEnableVertexAttribArray) (GLuint index);
void (*glFinish) (void);
void (*glFlush) (void);
void (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glFrontFace) (GLenum mode);
void (*glGenBuffers) (GLsizei n, GLuint* buffers);
void (*glGenerateMipmap) (GLenum target);
void (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
void (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
void (*glGenTextures) (GLsizei n, GLuint* textures);
void (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int (*glGetAttribLocation) (GLuint program, const char* name);
void (*glGetBooleanv) (GLenum pname, GLboolean* params);
void (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params);
GLenum (*glGetError) (void);
void (*glGetFloatv) (GLenum pname, GLfloat* params);
void (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (*glGetIntegerv) (GLenum pname, GLint* params);
void (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params);
void (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
void (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params);
void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
void (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
const GLubyte* (*glGetString) (GLenum name);
void (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
void (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
void (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params);
void (*glGetUniformiv) (GLuint program, GLint location, GLint* params);
int (*glGetUniformLocation) (GLuint program, const char* name);
void (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params);
void (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params);
void (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer);
void (*glHint) (GLenum target, GLenum mode);
GLboolean (*glIsBuffer) (GLuint buffer);
GLboolean (*glIsEnabled) (GLenum cap);
GLboolean (*glIsFramebuffer) (GLuint framebuffer);
GLboolean (*glIsProgram) (GLuint program);
GLboolean (*glIsRenderbuffer) (GLuint renderbuffer);
GLboolean (*glIsShader) (GLuint shader);
GLboolean (*glIsTexture) (GLuint texture);
void (*glLineWidth) (GLfloat width);
void (*glLinkProgram) (GLuint program);
void (*glPixelStorei) (GLenum pname, GLint param);
void (*glPolygonOffset) (GLfloat factor, GLfloat units);
void (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
void (*glReleaseShaderCompiler) (void);
void (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glSampleCoverage) (GLclampf value, GLboolean invert);
void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
void (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
void (*glShaderSource) (GLuint shader, GLsizei count, const char* const * string, const GLint* length);
void (*glStencilFunc) (GLenum func, GLint ref, GLuint mask);
void (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
void (*glStencilMask) (GLuint mask);
void (*glStencilMaskSeparate) (GLenum face, GLuint mask);
void (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
void (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
void (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
void (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
void (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
void (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
void (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
void (*glUniform1f) (GLint location, GLfloat x);
void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform1i) (GLint location, GLint x);
void (*glUniform1iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform2f) (GLint location, GLfloat x, GLfloat y);
void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform2i) (GLint location, GLint x, GLint y);
void (*glUniform2iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform3i) (GLint location, GLint x, GLint y, GLint z);
void (*glUniform3iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w);
void (*glUniform4iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUseProgram) (GLuint program);
void (*glValidateProgram) (GLuint program);
void (*glVertexAttrib1f) (GLuint indx, GLfloat x);
void (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y);
void (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
/** @} */
/**
* @name OpenGL-ES 2.0 extensions.
*
* Evas_GL_API version 1
*
* The following functions may be supported in OpenGL-ES 2.0 contexts,
* depending on which extensions Evas has decided to support.
*
* @{
*/
/* GL_OES_EGL_image */
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
// Notice these two names have been changed to fit Evas GL and not EGL!
/** @brief Requires the @c GL_OES_EGL_image extension, similar to @c glEGLImageTargetTexture2DOES. */
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
void (*glEvasGLImageTargetTexture2DOES) (GLenum target, EvasGLImage image);
/** @brief Requires the @c GL_OES_EGL_image extension, similar to @c glEGLImageTargetRenderbufferStorageOES. */
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
void (*glEvasGLImageTargetRenderbufferStorageOES) (GLenum target, EvasGLImage image);
/* GL_OES_get_program_binary */
void (*glGetProgramBinaryOES) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
void (*glProgramBinaryOES) (GLuint program, GLenum binaryFormat, const void *binary, GLint length);
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
/* GL_OES_mapbuffer */
void* (*glMapBufferOES) (GLenum target, GLenum access);
GLboolean (*glUnmapBufferOES) (GLenum target);
void (*glGetBufferPointervOES) (GLenum target, GLenum pname, void** params);
/* GL_OES_texture_3D */
void (*glTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
void (*glTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
void (*glCopyTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (*glCompressedTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
void (*glCompressedTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
void (*glFramebufferTexture3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
/* AMD_performance_monitor */
void (*glGetPerfMonitorGroupsAMD) (GLint* numGroups, GLsizei groupsSize, GLuint* groups);
void (*glGetPerfMonitorCountersAMD) (GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
void (*glGetPerfMonitorGroupStringAMD) (GLuint group, GLsizei bufSize, GLsizei* length, char* groupString);
void (*glGetPerfMonitorCounterStringAMD) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char* counterString);
void (*glGetPerfMonitorCounterInfoAMD) (GLuint group, GLuint counter, GLenum pname, void* data);
void (*glGenPerfMonitorsAMD) (GLsizei n, GLuint* monitors);
void (*glDeletePerfMonitorsAMD) (GLsizei n, GLuint* monitors);
void (*glSelectPerfMonitorCountersAMD) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
void (*glBeginPerfMonitorAMD) (GLuint monitor);
void (*glEndPerfMonitorAMD) (GLuint monitor);
void (*glGetPerfMonitorCounterDataAMD) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
/* GL_EXT_discard_framebuffer */
void (*glDiscardFramebufferEXT) (GLenum target, GLsizei numAttachments, const GLenum* attachments);
/* GL_EXT_multi_draw_arrays */
void (*glMultiDrawArraysEXT) (GLenum mode, GLint* first, GLsizei* count, GLsizei primcount);
void (*glMultiDrawElementsEXT) (GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount);
/* GL_NV_fence */
void (*glDeleteFencesNV) (GLsizei n, const GLuint* fences);
void (*glGenFencesNV) (GLsizei n, GLuint* fences);
GLboolean (*glIsFenceNV) (GLuint fence);
GLboolean (*glTestFenceNV) (GLuint fence);
void (*glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params);
void (*glFinishFenceNV) (GLuint fence);
void (*glSetFenceNV) (GLuint, GLenum);
/* GL_QCOM_driver_control */
void (*glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls);
void (*glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString);
void (*glEnableDriverControlQCOM) (GLuint driverControl);
void (*glDisableDriverControlQCOM) (GLuint driverControl);
/* GL_QCOM_extended_get */
void (*glExtGetTexturesQCOM) (GLuint* textures, GLint maxTextures, GLint* numTextures);
void (*glExtGetBuffersQCOM) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
void (*glExtGetRenderbuffersQCOM) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
void (*glExtGetFramebuffersQCOM) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
void (*glExtGetTexLevelParameterivQCOM) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
void (*glExtTexObjectStateOverrideiQCOM) (GLenum target, GLenum pname, GLint param);
void (*glExtGetTexSubImageQCOM) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void* texels);
void (*glExtGetBufferPointervQCOM) (GLenum target, void** params);
/* GL_QCOM_extended_get2 */
void (*glExtGetShadersQCOM) (GLuint* shaders, GLint maxShaders, GLint* numShaders);
void (*glExtGetProgramsQCOM) (GLuint* programs, GLint maxPrograms, GLint* numPrograms);
GLboolean (*glExtIsProgramBinaryQCOM) (GLuint program);
void (*glExtGetProgramBinarySourceQCOM) (GLuint program, GLenum shadertype, char* source, GLint* length);
/** @} */
/**
* @name EGL-related extensions
*
* Evas_GL_API version 1.
*
* @{
*/
/* EGL_KHR_image - #ifdef EVAS_GL_image */
/**
* @anchor evasglCreateImage
* @brief Create an EvasGLImage for the current context.
*
* Common targets are:
* @li @c EVAS_GL_TEXTURE_2D:<br/>
* In case of @c EVAS_GL_TEXTURE_2D on EGL, the currently bound EGLContext
* will be used to create the image. The buffer argument must be a texture
* ID cast down to a void* pointer.<br/>
* Requires the @c EVAS_GL_image extension.
*
* @li @c EVAS_GL_NATIVE_SURFACE_TIZEN (Tizen platform only):<br/>
* Requires the @c EVAS_GL_TIZEN_image_native_surface extension.
*
* @note Please consider using @ref evasglCreateImageForContext instead.
*/
EvasGLImage (*evasglCreateImage) (int target, void* buffer, const int* attrib_list) EINA_WARN_UNUSED_RESULT;
/**
* @anchor evasglDestroyImage
* @brief Destroys an EvasGLImage.
* Destroy an image created by either @ref evasglCreateImage or @ref evasglCreateImageForContext.
*
* Requires the @c EVAS_GL_image extension.
*/
From: "Sung W. Park" <sungwoo@gmail.com> Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a bug fix Here's an initial attempt at the GL extensions issue for Evas GL. I have been in discussion with a few EFL developers regarding how we should provide extensions. Essentially, there are two ways to go about doing this. 1. provide evas_gl_proc_address_get() function as it is done in other glue layers 2. provide all the extension functions in the EVAS_GL_API struct. #1 approach is how it's done in other glue layers and the driver implementor can provide new extensions easily. It is however pretty annoying to get the function prototypes right and use the function pointers and etc. #2 approach provides all the extension functions in the struct so it's definitely easier to use. Adding new extensions can be a pain as people may have to wait for new version releases. For now, we thought it was OK to just throw them in the struct as in #2 and try it out. So, I've implemented this approach. As for the extensions, I've basically included all the extensions in gl2ext.h as EvasGL currently provides all the GLES 2.0 functions. In order to display the right information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly display the supported extensions. Also, I've added a few EGL extensions that have been modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been defined as folllows. EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); void (*evasglDestroyImage) (EvasGLImage image); const char *evas_gl_string_query() function was added to return a string of supported EvasGL extensions. So essentially, a user can search this string to see if the desired extension is supported. if it is, he can use the functions. He can always check if the function pointers are NULL as well. Take a look at the pach and let me know what you think. ______________ While I was adding the extension code, I've added a few fixes/ changes to the EvasGL. 1. glDeletBuffers bug - When I wad destroying evasgl context, I was deleting the context FBO with glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was deleting BOs in other contexts and we had some funky behaviors as a result. The bug has been fixed. 2. make_current - I've made some changes to the make current code and also added a resource context to the engine data. the resource context is used for creating surface texture/ fbos when surface/ context is created. Before, i was using evas' context but thought it'd be a good idea to use a separate context. SVN revision: 64139
2011-10-18 01:13:23 -07:00
void (*evasglDestroyImage) (EvasGLImage image);
/* Evas_GL_API version 2: */
/**
* @anchor evasglCreateImageForContext
* @brief Create an EvasGLImage for a given context.
*
* @param[in] evas_gl The current Evas GL object,
* @param[in] ctx A context to create this image for,
* @param[in] target One of @c EVAS_GL_TEXTURE_2D and @c EVAS_GL_NATIVE_SURFACE_TIZEN,
* @param[in] buffer A pointer to a buffer, see below,
* @param[in] attrib_list An array of key-value pairs terminated by 0 (see @ref EVAS_GL_IMAGE_PRESERVED)
*
* Common targets are:
* @li @c EVAS_GL_TEXTURE_2D:<br/>
* In case of @c EVAS_GL_TEXTURE_2D, the buffer argument must be a texture
* ID cast down to a void* pointer.<br/>
* Requires the @c EVAS_GL_image extension.
*
* @code
EvasGLImage *img = glapi->evasglCreateImageForContext
(evasgl, ctx, EVAS_GL_TEXTURE_2D, (void*)(intptr_t)texture_id, NULL);
* @endcode
*
* @li @c EVAS_GL_NATIVE_SURFACE_TIZEN (Tizen platform only):<br/>
* Requires the @c EVAS_GL_TIZEN_image_native_surface extension.
*
* @since 1.12
*/
EvasGLImage (*evasglCreateImageForContext) (Evas_GL *evas_gl, Evas_GL_Context *ctx, int target, void* buffer, const int* attrib_list) EINA_WARN_UNUSED_RESULT;
2014-09-18 23:45:28 -07:00
/** @} */
/*------- EvasGL / EGL-related functions -------*/
/**
* @name Evas GL Sync object functions
* @since_tizen 2.3
* @{ */
/**
* @anchor evasglCreateSync
* @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglCreateSyncKHR.
*/
EvasGLSync (*evasglCreateSync) (Evas_GL *evas_gl, unsigned int type, const int *attrib_list);
/** @anchor evasglDestroySync
* @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglDestroySyncKHR.
*/
Eina_Bool (*evasglDestroySync) (Evas_GL *evas_gl, EvasGLSync sync);
/** @anchor evasglClientWaitSync
* @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglClientWaitSyncKHR.
*/
int (*evasglClientWaitSync) (Evas_GL *evas_gl, EvasGLSync sync, int flags, EvasGLTime timeout);
/** @anchor evasglSignalSync
* @brief Requires the extension @c EGL_KHR_reusable_sync, similar to eglSignalSyncKHR.
*/
Eina_Bool (*evasglSignalSync) (Evas_GL *evas_gl, EvasGLSync sync, unsigned mode);
/** @anchor evasglGetSyncAttrib
* @brief Requires the extension @c EGL_KHR_fence_sync, similar to eglGetSyncAttribKHR.
*/
Eina_Bool (*evasglGetSyncAttrib) (Evas_GL *evas_gl, EvasGLSync sync, int attribute, int *value);
/** @anchor evasglWaitSync
* @brief Requires the extension @c EGL_KHR_wait_sync, similar to eglWaitSyncKHR.
*/
int (*evasglWaitSync) (Evas_GL *evas_gl, EvasGLSync sync, int flags);
/** @} */
/* future calls will be added down here for expansion */
};
#ifdef __cplusplus
}
#endif
#endif
/**
* @}
*/