efl/legacy/evas/src/modules/engines/gl_x11/evas_engine.c

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#include "evas_common.h" /* Also includes international specific stuff */
#include "evas_engine.h"
#ifdef HAVE_DLSYM
# include <dlfcn.h> /* dlopen,dlclose,etc */
#else
# error gl_x11 should not get compiled if dlsym is not found on the system!
#endif
#define EVAS_GL_NO_GL_H_CHECK 1
#include "Evas_GL.h"
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL / GLES
# if defined(GLES_VARIETY_S3C6410)
# elif defined(GLES_VARIETY_SGX)
# endif
#else
// GLX
#endif
typedef struct _Render_Engine Render_Engine;
typedef struct _Render_Engine_GL_Surface Render_Engine_GL_Surface;
typedef struct _Render_Engine_GL_Context Render_Engine_GL_Context;
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
typedef struct _Render_Engine_GL_Resource Render_Engine_GL_Resource;
typedef struct _Extension_Entry Extension_Entry;
struct _Render_Engine
{
Evas_GL_X11_Window *win;
Evas_Engine_Info_GL_X11 *info;
Evas *evas;
Tilebuf *tb;
int end;
/*
XrmDatabase xrdb; // xres - dpi
struct { // xres - dpi
int dpi; // xres - dpi
} xr; // xres - dpi
*/
int w, h;
int vsync;
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
// Shader used for Evas_GL_Direct Optimization
GLuint df_program;
GLuint df_vtx_shader;
GLuint df_fgmt_shader;
GLuint df_col_attrib;
GLuint df_pos_attrib;
GLfloat df_clear_color[4];
GLfloat df_depth_value;
int df_initialized;
};
struct _Render_Engine_GL_Surface
{
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
int initialized;
int fbo_attached;
int w, h;
int depth_bits;
int stencil_bits;
int direct_fb_opt;
// Render target texture/buffers
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
GLuint rt_tex;
GLint rt_internal_fmt;
GLenum rt_fmt;
GLuint rb_depth;
GLenum rb_depth_fmt;
GLuint rb_stencil;
GLenum rb_stencil_fmt;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
EGLSurface direct_sfc;
#else
Window direct_sfc;
#endif
Render_Engine_GL_Context *current_ctx;
};
struct _Render_Engine_GL_Context
{
int initialized;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
EGLContext context;
#else
GLXContext context;
#endif
GLuint context_fbo;
GLuint current_fbo;
int scissor_enabled;
int scissor_upated;
Render_Engine_GL_Surface *current_sfc;
};
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
// Resources used per thread
struct _Render_Engine_GL_Resource
{
// Resource context/surface per Thread in TLS for evasgl use
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
EGLContext context;
EGLSurface surface;
#else
GLXContext context;
#endif
};
// Extension Handling
struct _Extension_Entry
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
{
const char *name;
const char *real_name;
int supported;
};
static int initted = 0;
static int gl_wins = 0;
static int gl_direct_override = 0;
static int gl_direct_enabled = 0;
static Render_Engine_GL_Context *current_evgl_ctx = NULL;
static Render_Engine *current_engine = NULL;
static Evas_Object *gl_direct_img_obj = NULL;
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
static char _gl_ext_string[1024];
static char _evasgl_ext_string[1024];
// Resource context/surface per Thread in TLS for evasgl use
static Eina_TLS resource_key;
static Eina_List *resource_list;
LK(resource_lock);
typedef void (*_eng_fn) (void);
typedef _eng_fn (*glsym_func_eng_fn) ();
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
typedef void (*glsym_func_void) ();
typedef void *(*glsym_func_void_ptr) ();
typedef int (*glsym_func_int) ();
typedef unsigned int (*glsym_func_uint) ();
typedef unsigned char (*glsym_func_uchar) ();
typedef unsigned char *(*glsym_func_uchar_ptr) ();
typedef const char *(*glsym_func_const_char_ptr) ();
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#ifndef EGL_NATIVE_PIXMAP_KHR
# define EGL_NATIVE_PIXMAP_KHR 0x30b0
#endif
_eng_fn (*glsym_eglGetProcAddress) (const char *a) = NULL;
void (*glsym_eglBindTexImage) (EGLDisplay a, EGLSurface b, int c) = NULL;
void (*glsym_eglReleaseTexImage) (EGLDisplay a, EGLSurface b, int c) = NULL;
void *(*glsym_eglCreateImage) (EGLDisplay a, EGLContext b, EGLenum c, EGLClientBuffer d, const int *e) = NULL;
void (*glsym_eglDestroyImage) (EGLDisplay a, void *b) = NULL;
void (*glsym_glEGLImageTargetTexture2DOES) (int a, void *b) = NULL;
void (*glsym_glEGLImageTargetRenderbufferStorageOES) (int a, void *b) = NULL;
void *(*glsym_eglMapImageSEC) (void *a, void *b) = NULL;
unsigned int (*glsym_eglUnmapImageSEC) (void *a, void *b) = NULL;
const char *(*glsym_eglQueryString) (EGLDisplay a, int name) = NULL;
unsigned int (*glsym_eglLockSurface) (EGLDisplay a, EGLSurface b, const int *attrib_list) = NULL;
unsigned int (*glsym_eglUnlockSurface) (EGLDisplay a, EGLSurface b) = NULL;
#else
typedef XID (*glsym_func_xid) ();
_eng_fn (*glsym_glXGetProcAddress) (const char *a) = NULL;
void (*glsym_glXBindTexImage) (Display *a, GLXDrawable b, int c, int *d) = NULL;
void (*glsym_glXReleaseTexImage) (Display *a, GLXDrawable b, int c) = NULL;
int (*glsym_glXGetVideoSync) (unsigned int *a) = NULL;
int (*glsym_glXWaitVideoSync) (int a, int b, unsigned int *c) = NULL;
XID (*glsym_glXCreatePixmap) (Display *a, void *b, Pixmap c, const int *d) = NULL;
void (*glsym_glXDestroyPixmap) (Display *a, XID b) = NULL;
void (*glsym_glXQueryDrawable) (Display *a, XID b, int c, unsigned int *d) = NULL;
int (*glsym_glXSwapIntervalSGI) (int a) = NULL;
void (*glsym_glXSwapIntervalEXT) (Display *s, GLXDrawable b, int c) = NULL;
const char *(*glsym_glXQueryExtensionsString) (Display *a, int screen) = NULL;
#endif
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
// GLES2 Extensions
void (*glsym_glGetProgramBinaryOES) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) = NULL;
void (*glsym_glProgramBinaryOES) (GLuint program, GLenum binaryFormat, const void *binary, GLint length) = NULL;
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* (*glsym_glMapBufferOES) (GLenum target, GLenum access) = NULL;
unsigned char (*glsym_glUnmapBufferOES) (GLenum target) = NULL;
void (*glsym_glGetBufferPointervOES) (GLenum target, GLenum pname, void** params) = NULL;
void (*glsym_glTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) = NULL;
void (*glsym_glTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) = NULL;
void (*glsym_glCopyTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) = NULL;
void (*glsym_glCompressedTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data) = NULL;
void (*glsym_glCompressedTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) = NULL;
void (*glsym_glFramebufferTexture3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) = NULL;
void (*glsym_glGetPerfMonitorGroupsAMD) (GLint* numGroups, GLsizei groupsSize, GLuint* groups) = NULL;
void (*glsym_glGetPerfMonitorCountersAMD) (GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters) = NULL;
void (*glsym_glGetPerfMonitorGroupStringAMD) (GLuint group, GLsizei bufSize, GLsizei* length, char* groupString) = NULL;
void (*glsym_glGetPerfMonitorCounterStringAMD) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char* counterString) = NULL;
void (*glsym_glGetPerfMonitorCounterInfoAMD) (GLuint group, GLuint counter, GLenum pname, void* data) = NULL;
void (*glsym_glGenPerfMonitorsAMD) (GLsizei n, GLuint* monitors) = NULL;
void (*glsym_glDeletePerfMonitorsAMD) (GLsizei n, GLuint* monitors) = NULL;
void (*glsym_glSelectPerfMonitorCountersAMD) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList) = NULL;
void (*glsym_glBeginPerfMonitorAMD) (GLuint monitor) = NULL;
void (*glsym_glEndPerfMonitorAMD) (GLuint monitor) = NULL;
void (*glsym_glGetPerfMonitorCounterDataAMD) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten) = NULL;
void (*glsym_glDiscardFramebufferEXT) (GLenum target, GLsizei numAttachments, const GLenum* attachments) = NULL;
void (*glsym_glMultiDrawArraysEXT) (GLenum mode, GLint* first, GLsizei* count, GLsizei primcount) = NULL;
void (*glsym_glMultiDrawElementsEXT) (GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount) = NULL;
void (*glsym_glDeleteFencesNV) (GLsizei n, const GLuint* fences) = NULL;
void (*glsym_glGenFencesNV) (GLsizei n, GLuint* fences) = NULL;
unsigned char (*glsym_glIsFenceNV) (GLuint fence) = NULL;
unsigned char (*glsym_glTestFenceNV) (GLuint fence) = NULL;
void (*glsym_glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params) = NULL;
void (*glsym_glFinishFenceNV) (GLuint fence) = NULL;
void (*glsym_glSetFenceNV) (GLuint, GLenum) = NULL;
void (*glsym_glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls) = NULL;
void (*glsym_glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString) = NULL;
void (*glsym_glEnableDriverControlQCOM) (GLuint driverControl) = NULL;
void (*glsym_glDisableDriverControlQCOM) (GLuint driverControl) = NULL;
void (*glsym_glExtGetTexturesQCOM) (GLuint* textures, GLint maxTextures, GLint* numTextures) = NULL;
void (*glsym_glExtGetBuffersQCOM) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers) = NULL;
void (*glsym_glExtGetRenderbuffersQCOM) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers) = NULL;
void (*glsym_glExtGetFramebuffersQCOM) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers) = NULL;
void (*glsym_glExtGetTexLevelParameterivQCOM) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params) = NULL;
void (*glsym_glExtTexObjectStateOverrideiQCOM) (GLenum target, GLenum pname, GLint param) = NULL;
void (*glsym_glExtGetTexSubImageQCOM) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void* texels) = NULL;
void (*glsym_glExtGetBufferPointervQCOM) (GLenum target, void** params) = NULL;
void (*glsym_glExtGetShadersQCOM) (GLuint* shaders, GLint maxShaders, GLint* numShaders) = NULL;
void (*glsym_glExtGetProgramsQCOM) (GLuint* programs, GLint maxPrograms, GLint* numPrograms) = NULL;
unsigned char (*glsym_glExtIsProgramBinaryQCOM) (GLuint program) = NULL;
void (*glsym_glExtGetProgramBinarySourceQCOM) (GLuint program, GLenum shadertype, char* source, GLint* length) = NULL;
//------ GLES 2.0 Extensions supported in EvasGL -----//
static Extension_Entry _gl_ext_entries[] = {
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
//--- Function Extensions ---//
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_get_program_binary", "get_program_binary", 0 },
{ "GL_OES_mapbuffer", "mapbuffer", 0 },
{ "GL_OES_texture_3D", "texture_3D", 0 },
{ "AMD_performance_monitor", "AMD_performance_monitor", 0 },
{ "GL_EXT_discard_framebuffer", "discard_framebuffer", 0 },
{ "GL_EXT_multi_draw_arrays", "multi_draw_arrays", 0 },
{ "GL_NV_fence", "NV_fence", 0 },
{ "GL_QCOM_driver_control", "QCOM_driver_control", 0 },
{ "GL_QCOM_extended_get", "QCOM_extended_get", 0 },
{ "GL_QCOM_extended_get2", "QCOM_extended_get2", 0 },
//--- Define Extensions ---//
{ "GL_OES_compressed_ETC1_RGB8_texture", "compressed_ETC1_RGB8_texture", 0 },
{ "GL_OES_compressed_paletted_texture", "compressed_paletted_texture", 0 },
{ "GL_OES_depth24", "depth24", 0 },
{ "GL_OES_depth32", "depth32", 0 },
{ "GL_OES_EvasGL_image", "EGL_image", 0 },
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_packed_depth_stencil", "packed_depth_stencil", 0 },
{ "GL_OES_rgb8_rgba8", "rgb8_rgba8", 0 },
{ "GL_OES_standard_derivatives", "standard_derivatives", 0 },
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_stencil1", "stencil1", 0 },
{ "GL_OES_stencil4", "stencil4", 0 },
{ "GL_OES_texture_float", "texture_float", 0 },
{ "GL_OES_texture_half_float", "texture_half_float", 0 },
{ "GL_OES_texture_half_float_linear", "texture_half_float_linear", 0 },
{ "GL_OES_texture_npot", "texture_npot", 0 },
{ "GL_OES_vertex_half_float", "vertex_half_float", 0 },
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_vertex_type_10_10_10_2", "vertex_type_10_10_10_2", 0 },
{ "GL_AMD_compressed_3DC_texture", "compressed_3DC_texture", 0 },
{ "GL_AMD_compressed_ATC_texture", "compressed_ATC_texture", 0 },
{ "GL_AMD_program_binary_Z400", "program_binary_Z400", 0 },
{ "GL_EXT_blend_minmax", "blend_minmax", 0 },
{ "GL_EXT_read_format_bgra", "read_format_bgra", 0 },
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_filter_anisotropic", "texture_filter_anisotrophic", 0 },
{ "GL_EXT_texture_format_BGRA8888", "texture_format_BGRA8888", 0 },
{ "GL_EXT_texture_type_2_10_10_10_REV", "texture_type_2_10_10_10_rev", 0 },
{ "GL_IMG_program_binary", "IMG_program_binary", 0 },
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_IMG_read_format", "IMG_read_format", 0 },
{ "GL_IMG_shader_binary", "IMG_shader_binary", 0 },
{ "GL_IMG_texture_compression_pvrtc", "IMG_texture_compression_pvrtc", 0 },
{ "GL_QCOM_perfmon_global_mode", "QCOM_perfmon_global_mode", 0 },
{ "GL_QCOM_writeonly_rendering", "QCOM_writeonly_rendering", 0 },
#else
//--- Function Extensions ---//
{ "GL_OES_get_program_binary", "get_program_binary", 0 },
{ "GL_OES_mapbuffer", "mapbuffer", 0 },
{ "GL_OES_texture_3D", "texture_3D", 0 },
{ "AMD_performance_monitor", "AMD_performance_monitor", 0 },
{ "GL_EXT_discard_framebuffer", "discard_framebuffer", 0 },
{ "GL_EXT_multi_draw_arrays", "multi_draw_arrays", 0 },
{ "GL_NV_fence", "NV_fence", 0 },
{ "GL_QCOM_driver_control", "QCOM_driver_control", 0 },
{ "GL_QCOM_extended_get", "QCOM_extended_get", 0 },
{ "GL_QCOM_extended_get2", "QCOM_extended_get2", 0 },
//--- Define Extensions ---//
{ "GL_OES_compressed_ETC1_RGB8_texture", "compressed_ETC1_RGB8_texture", 0 },
{ "GL_OES_compressed_paletted_texture", "compressed_paletted_texture", 0 },
{ "GL_OES_depth24", "depth24", 0 },
{ "GL_OES_depth32", "depth32", 0 },
{ "GL_OES_EvasGL_image", "EGL_image", 0 },
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_packed_depth_stencil", "packed_depth_stencil", 0 },
{ "GL_OES_rgb8_rgba8", "rgb8_rgba8", 0 },
{ "GL_OES_standard_derivatives", "standard_derivatives", 0 },
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_stencil1", "stencil1", 0 },
{ "GL_OES_stencil4", "stencil4", 0 },
{ "GL_OES_texture_float", "texture_float", 0 },
{ "GL_OES_texture_half_float", "texture_half_float", 0 },
{ "GL_OES_texture_half_float_linear", "texture_half_float_linear", 0 },
{ "GL_OES_texture_npot", "texture_non_power_of_two", 0 }, // Desktop differs
{ "GL_OES_vertex_half_float", "half_float_vertex", 0 }, // Desktop differs
{ "GL_OES_vertex_type_10_10_10_2", "vertex_type_10_10_10_2", 0 },
{ "GL_AMD_compressed_3DC_texture", "compressed_3DC_texture", 0 },
{ "GL_AMD_compressed_ATC_texture", "compressed_ATC_texture", 0 },
{ "GL_AMD_program_binary_Z400", "program_binary_Z400", 0 },
{ "GL_EXT_blend_minmax", "blend_minmax", 0 },
{ "GL_EXT_read_format_bgra", "bgra", 0 }, // Desktop differs
{ "GL_EXT_texture_filter_anisotropic", "texture_filter_anisotrophic", 0 },
{ "GL_EXT_texture_format_BGRA8888", "bgra", 0 }, // Desktop differs
{ "GL_EXT_texture_type_2_10_10_10_REV", "vertex_type_2_10_10_10_rev", 0 }, // Desktop differs ???
{ "GL_IMG_program_binary", "IMG_program_binary", 0 },
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_IMG_read_format", "IMG_read_format", 0 },
{ "GL_IMG_shader_binary", "IMG_shader_binary", 0 },
{ "GL_IMG_texture_compression_pvrtc", "IMG_texture_compression_pvrtc", 0 },
{ "GL_QCOM_perfmon_global_mode", "QCOM_perfmon_global_mode", 0 },
{ "GL_QCOM_writeonly_rendering", "QCOM_writeonly_rendering", 0 },
#endif
{ NULL, NULL, 0}
};
//------ Extensions supported in EvasGL -----//
static Extension_Entry _evasgl_ext_entries[] = {
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
{ "EvasGL_KHR_image", "EGL_KHR_image", 0 },
{ "EvasGL_KHR_vg_parent_image", "EGL_KHR_vg_parent_image", 0 },
{ "EvasGL_KHR_gl_texture_2D_image", "EGL_KHR_gl_texture_2D_image", 0 },
{ "EvasGL_KHR_gl_texture_cubemap_image", "EGL_KHR_gl_texture_cubemap_image", 0 },
{ "EvasGL_KHR_gl_texture_3D_image", "EGL_KHR_gl_texture_3D_image", 0 },
{ "EvasGL_KHR_gl_renderbuffer_image", "EGL_KHR_gl_renderbuffer_image", 0 },
#else
#endif
{ NULL, NULL, 0 }
};
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
static void
_sym_init(void)
{
static int done = 0;
if (done) return;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
2010-09-18 17:28:58 -07:00
#define FINDSYM(dst, sym, typ) \
if ((!dst) && (glsym_eglGetProcAddress)) dst = (typ)glsym_eglGetProcAddress(sym); \
if (!dst) dst = (typ)dlsym(RTLD_DEFAULT, sym)
FINDSYM(glsym_eglGetProcAddress, "eglGetProcAddress", glsym_func_eng_fn);
FINDSYM(glsym_eglGetProcAddress, "eglGetProcAddressEXT", glsym_func_eng_fn);
FINDSYM(glsym_eglGetProcAddress, "eglGetProcAddressARB", glsym_func_eng_fn);
FINDSYM(glsym_eglGetProcAddress, "eglGetProcAddressKHR", glsym_func_eng_fn);
FINDSYM(glsym_eglBindTexImage, "eglBindTexImage", glsym_func_void);
FINDSYM(glsym_eglBindTexImage, "eglBindTexImageEXT", glsym_func_void);
FINDSYM(glsym_eglBindTexImage, "eglBindTexImageARB", glsym_func_void);
FINDSYM(glsym_eglBindTexImage, "eglBindTexImageKHR", glsym_func_void);
FINDSYM(glsym_eglReleaseTexImage, "eglReleaseTexImage", glsym_func_void);
FINDSYM(glsym_eglReleaseTexImage, "eglReleaseTexImageEXT", glsym_func_void);
FINDSYM(glsym_eglReleaseTexImage, "eglReleaseTexImageARB", glsym_func_void);
FINDSYM(glsym_eglReleaseTexImage, "eglReleaseTexImageKHR", glsym_func_void);
FINDSYM(glsym_eglCreateImage, "eglCreateImage", glsym_func_void_ptr);
FINDSYM(glsym_eglCreateImage, "eglCreateImageEXT", glsym_func_void_ptr);
FINDSYM(glsym_eglCreateImage, "eglCreateImageARB", glsym_func_void_ptr);
FINDSYM(glsym_eglCreateImage, "eglCreateImageKHR", glsym_func_void_ptr);
FINDSYM(glsym_eglDestroyImage, "eglDestroyImage", glsym_func_void);
FINDSYM(glsym_eglDestroyImage, "eglDestroyImageEXT", glsym_func_void);
FINDSYM(glsym_eglDestroyImage, "eglDestroyImageARB", glsym_func_void);
FINDSYM(glsym_eglDestroyImage, "eglDestroyImageKHR", glsym_func_void);
FINDSYM(glsym_glEGLImageTargetTexture2DOES, "glEGLImageTargetTexture2DOES", glsym_func_void);
FINDSYM(glsym_glEGLImageTargetRenderbufferStorageOES, "glEGLImageTargetRenderbufferStorageOES", glsym_func_void);
FINDSYM(glsym_eglMapImageSEC, "eglMapImageSEC", glsym_func_void_ptr);
FINDSYM(glsym_eglUnmapImageSEC, "eglUnmapImageSEC", glsym_func_uint);
FINDSYM(glsym_eglQueryString, "eglQueryString", glsym_func_const_char_ptr);
FINDSYM(glsym_eglLockSurface, "eglLockSurface", glsym_func_uint);
FINDSYM(glsym_eglLockSurface, "eglLockSurfaceEXT", glsym_func_uint);
FINDSYM(glsym_eglLockSurface, "eglLockSurfaceARB", glsym_func_uint);
FINDSYM(glsym_eglLockSurface, "eglLockSurfaceKHR", glsym_func_uint);
FINDSYM(glsym_eglUnlockSurface, "eglUnlockSurface", glsym_func_uint);
FINDSYM(glsym_eglUnlockSurface, "eglUnlockSurfaceEXT", glsym_func_uint);
FINDSYM(glsym_eglUnlockSurface, "eglUnlockSurfaceARB", glsym_func_uint);
FINDSYM(glsym_eglUnlockSurface, "eglUnlockSurfaceKHR", glsym_func_uint);
#else
2010-09-18 17:28:58 -07:00
#define FINDSYM(dst, sym, typ) \
if ((!dst) && (glsym_glXGetProcAddress)) dst = (typ)glsym_glXGetProcAddress(sym); \
if (!dst) dst = (typ)dlsym(RTLD_DEFAULT, sym)
FINDSYM(glsym_glXGetProcAddress, "glXGetProcAddress", glsym_func_eng_fn);
FINDSYM(glsym_glXGetProcAddress, "glXGetProcAddressEXT", glsym_func_eng_fn);
FINDSYM(glsym_glXGetProcAddress, "glXGetProcAddressARB", glsym_func_eng_fn);
FINDSYM(glsym_glXBindTexImage, "glXBindTexImage", glsym_func_void);
FINDSYM(glsym_glXBindTexImage, "glXBindTexImageEXT", glsym_func_void);
FINDSYM(glsym_glXBindTexImage, "glXBindTexImageARB", glsym_func_void);
FINDSYM(glsym_glXReleaseTexImage, "glXReleaseTexImage", glsym_func_void);
FINDSYM(glsym_glXReleaseTexImage, "glXReleaseTexImageEXT", glsym_func_void);
FINDSYM(glsym_glXReleaseTexImage, "glXReleaseTexImageARB", glsym_func_void);
FINDSYM(glsym_glXGetVideoSync, "glXGetVideoSyncSGI", glsym_func_int);
FINDSYM(glsym_glXWaitVideoSync, "glXWaitVideoSyncSGI", glsym_func_int);
FINDSYM(glsym_glXCreatePixmap, "glXCreatePixmap", glsym_func_xid);
FINDSYM(glsym_glXCreatePixmap, "glXCreatePixmapEXT", glsym_func_xid);
FINDSYM(glsym_glXCreatePixmap, "glXCreatePixmapARB", glsym_func_xid);
FINDSYM(glsym_glXDestroyPixmap, "glXDestroyPixmap", glsym_func_void);
FINDSYM(glsym_glXDestroyPixmap, "glXDestroyPixmapEXT", glsym_func_void);
FINDSYM(glsym_glXDestroyPixmap, "glXDestroyPixmapARB", glsym_func_void);
FINDSYM(glsym_glXQueryDrawable, "glXQueryDrawable", glsym_func_void);
FINDSYM(glsym_glXQueryDrawable, "glXQueryDrawableEXT", glsym_func_void);
FINDSYM(glsym_glXQueryDrawable, "glXQueryDrawableARB", glsym_func_void);
FINDSYM(glsym_glXSwapIntervalSGI, "glXSwapIntervalMESA", glsym_func_int);
FINDSYM(glsym_glXSwapIntervalSGI, "glXSwapIntervalSGI", glsym_func_int);
FINDSYM(glsym_glXSwapIntervalEXT, "glXSwapIntervalEXT", glsym_func_void);
FINDSYM(glsym_glXQueryExtensionsString, "glXQueryExtensionsString", glsym_func_const_char_ptr);
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
#endif
//----------- GLES 2.0 Extensions ------------//
// If the symbol's not found, they get set to NULL
// If one of the functions in the extension exists, the extension in supported
/* GL_OES_get_program_binary */
FINDSYM(glsym_glGetProgramBinaryOES, "glGetProgramBinary", glsym_func_void);
FINDSYM(glsym_glGetProgramBinaryOES, "glGetProgramBinaryEXT", glsym_func_void);
FINDSYM(glsym_glGetProgramBinaryOES, "glGetProgramBinaryARB", glsym_func_void);
FINDSYM(glsym_glGetProgramBinaryOES, "glGetProgramBinaryOES", glsym_func_void);
FINDSYM(glsym_glProgramBinaryOES, "glProgramBinary", glsym_func_void);
FINDSYM(glsym_glProgramBinaryOES, "glProgramBinaryEXT", glsym_func_void);
FINDSYM(glsym_glProgramBinaryOES, "glProgramBinaryARB", glsym_func_void);
FINDSYM(glsym_glProgramBinaryOES, "glProgramBinaryOES", glsym_func_void);
// Check the first function to see if the extension is supported...
if (glsym_glGetProgramBinaryOES) _gl_ext_entries[0].supported = 1;
/* GL_OES_mapbuffer */
FINDSYM(glsym_glMapBufferOES, "glMapBuffer", glsym_func_void_ptr);
FINDSYM(glsym_glMapBufferOES, "glMapBufferEXT", glsym_func_void_ptr);
FINDSYM(glsym_glMapBufferOES, "glMapBufferARB", glsym_func_void_ptr);
FINDSYM(glsym_glMapBufferOES, "glMapBufferOES", glsym_func_void_ptr);
FINDSYM(glsym_glUnmapBufferOES, "glUnmapBuffer", glsym_func_uchar);
FINDSYM(glsym_glUnmapBufferOES, "glUnmapBufferEXT", glsym_func_uchar);
FINDSYM(glsym_glUnmapBufferOES, "glUnmapBufferARB", glsym_func_uchar);
FINDSYM(glsym_glUnmapBufferOES, "glUnmapBufferOES", glsym_func_uchar);
FINDSYM(glsym_glGetBufferPointervOES, "glGetBufferPointerv", glsym_func_void);
FINDSYM(glsym_glGetBufferPointervOES, "glGetBufferPointervEXT", glsym_func_void);
FINDSYM(glsym_glGetBufferPointervOES, "glGetBufferPointervARB", glsym_func_void);
FINDSYM(glsym_glGetBufferPointervOES, "glGetBufferPointervOES", glsym_func_void);
if (glsym_glMapBufferOES) _gl_ext_entries[1].supported = 1;
/* GL_OES_texture_3D */
FINDSYM(glsym_glTexImage3DOES, "glTexImage3D", glsym_func_void);
FINDSYM(glsym_glTexImage3DOES, "glTexImage3DEXT", glsym_func_void);
FINDSYM(glsym_glTexImage3DOES, "glTexImage3DARB", glsym_func_void);
FINDSYM(glsym_glTexImage3DOES, "glTexImage3DOES", glsym_func_void);
FINDSYM(glsym_glTexSubImage3DOES, "glTexSubImage3D", glsym_func_void);
FINDSYM(glsym_glTexSubImage3DOES, "glTexSubImage3DEXT", glsym_func_void);
FINDSYM(glsym_glTexSubImage3DOES, "glTexSubImage3DARB", glsym_func_void);
FINDSYM(glsym_glTexSubImage3DOES, "glTexSubImage3DOES", glsym_func_void);
FINDSYM(glsym_glCopyTexSubImage3DOES, "glCopyTexSubImage3D", glsym_func_void);
FINDSYM(glsym_glCopyTexSubImage3DOES, "glCopyTexSubImage3DARB", glsym_func_void);
FINDSYM(glsym_glCopyTexSubImage3DOES, "glCopyTexSubImage3DEXT", glsym_func_void);
FINDSYM(glsym_glCopyTexSubImage3DOES, "glCopyTexSubImage3DOES", glsym_func_void);
FINDSYM(glsym_glCompressedTexImage3DOES, "glCompressedTexImage3D", glsym_func_void);
FINDSYM(glsym_glCompressedTexImage3DOES, "glCompressedTexImage3DARB", glsym_func_void);
FINDSYM(glsym_glCompressedTexImage3DOES, "glCompressedTexImage3DEXT", glsym_func_void);
FINDSYM(glsym_glCompressedTexImage3DOES, "glCompressedTexImage3DOES", glsym_func_void);
FINDSYM(glsym_glCompressedTexSubImage3DOES, "glCompressedTexSubImage3D", glsym_func_void);
FINDSYM(glsym_glCompressedTexSubImage3DOES, "glCompressedTexSubImage3DARB", glsym_func_void);
FINDSYM(glsym_glCompressedTexSubImage3DOES, "glCompressedTexSubImage3DEXT", glsym_func_void);
FINDSYM(glsym_glCompressedTexSubImage3DOES, "glCompressedTexSubImage3DOES", glsym_func_void);
FINDSYM(glsym_glFramebufferTexture3DOES, "glFramebufferTexture3D", glsym_func_void);
FINDSYM(glsym_glFramebufferTexture3DOES, "glFramebufferTexture3DARB", glsym_func_void);
FINDSYM(glsym_glFramebufferTexture3DOES, "glFramebufferTexture3DEXT", glsym_func_void);
FINDSYM(glsym_glFramebufferTexture3DOES, "glFramebufferTexture3DOES", glsym_func_void);
if (glsym_glTexSubImage3DOES) _gl_ext_entries[2].supported = 1;
/* AMD_performance_monitor */
FINDSYM(glsym_glGetPerfMonitorGroupsAMD, "glGetPerfMonitorGroupsAMD", glsym_func_void);
FINDSYM(glsym_glGetPerfMonitorCountersAMD, "glGetPerfMonitorCountersAMD", glsym_func_void);
FINDSYM(glsym_glGetPerfMonitorGroupStringAMD, "glGetPerfMonitorGroupStringAMD", glsym_func_void);
FINDSYM(glsym_glGetPerfMonitorCounterStringAMD, "glGetPerfMonitorCounterStringAMD", glsym_func_void);
FINDSYM(glsym_glGetPerfMonitorCounterInfoAMD, "glGetPerfMonitorCounterInfoAMD", glsym_func_void);
FINDSYM(glsym_glGenPerfMonitorsAMD, "glGenPerfMonitorsAMD", glsym_func_void);
FINDSYM(glsym_glDeletePerfMonitorsAMD, "glDeletePerfMonitorsAMD", glsym_func_void);
FINDSYM(glsym_glSelectPerfMonitorCountersAMD, "glSelectPerfMonitorCountersAMD", glsym_func_void);
FINDSYM(glsym_glBeginPerfMonitorAMD, "glBeginPerfMonitorAMD", glsym_func_void);
FINDSYM(glsym_glEndPerfMonitorAMD, "glEndPerfMonitorAMD", glsym_func_void);
FINDSYM(glsym_glGetPerfMonitorCounterDataAMD, "glGetPerfMonitorCounterDataAMD", glsym_func_void);
if (glsym_glGetPerfMonitorGroupsAMD) _gl_ext_entries[3].supported = 1;
/* GL_EXT_discard_framebuffer */
FINDSYM(glsym_glDiscardFramebufferEXT, "glDiscardFramebuffer", glsym_func_void);
FINDSYM(glsym_glDiscardFramebufferEXT, "glDiscardFramebufferARB", glsym_func_void);
FINDSYM(glsym_glDiscardFramebufferEXT, "glDiscardFramebufferEXT", glsym_func_void);
if (glsym_glDiscardFramebufferEXT) _gl_ext_entries[4].supported = 1;
/* GL_EXT_multi_draw_arrays */
FINDSYM(glsym_glMultiDrawArraysEXT, "glMultiDrawArrays", glsym_func_void);
FINDSYM(glsym_glMultiDrawArraysEXT, "glMultiDrawArraysARB", glsym_func_void);
FINDSYM(glsym_glMultiDrawArraysEXT, "glMultiDrawArraysEXT", glsym_func_void);
FINDSYM(glsym_glMultiDrawElementsEXT, "glMultiDrawElements", glsym_func_void);
FINDSYM(glsym_glMultiDrawElementsEXT, "glMultiDrawElementsARB", glsym_func_void);
FINDSYM(glsym_glMultiDrawElementsEXT, "glMultiDrawElementsEXT", glsym_func_void);
if (glsym_glMultiDrawArraysEXT) _gl_ext_entries[5].supported = 1;
/* GL_NV_fence */
FINDSYM(glsym_glDeleteFencesNV, "glDeleteFencesNV", glsym_func_void);
FINDSYM(glsym_glGenFencesNV, "glGenFencesNV", glsym_func_void);
FINDSYM(glsym_glIsFenceNV, "glIsFenceNV", glsym_func_uchar);
FINDSYM(glsym_glTestFenceNV, "glTestFenceNV", glsym_func_uchar);
FINDSYM(glsym_glGetFenceivNV, "glGetFenceivNV", glsym_func_void);
FINDSYM(glsym_glFinishFenceNV, "glFinishFenceNV", glsym_func_void);
FINDSYM(glsym_glSetFenceNV, "glSetFenceNV", glsym_func_void);
if (glsym_glDeleteFencesNV) _gl_ext_entries[6].supported = 1;
/* GL_QCOM_driver_control */
FINDSYM(glsym_glGetDriverControlsQCOM, "glGetDriverControlsQCOM", glsym_func_void);
FINDSYM(glsym_glGetDriverControlStringQCOM, "glGetDriverControlStringQCOM", glsym_func_void);
FINDSYM(glsym_glEnableDriverControlQCOM, "glEnableDriverControlQCOM", glsym_func_void);
FINDSYM(glsym_glDisableDriverControlQCOM, "glDisableDriverControlQCOM", glsym_func_void);
if (glsym_glGetDriverControlsQCOM) _gl_ext_entries[7].supported = 1;
/* GL_QCOM_extended_get */
FINDSYM(glsym_glExtGetTexturesQCOM, "glExtGetTexturesQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetBuffersQCOM, "glExtGetBuffersQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetRenderbuffersQCOM, "glExtGetRenderbuffersQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetFramebuffersQCOM, "glExtGetFramebuffersQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetTexLevelParameterivQCOM, "glExtGetTexLevelParameterivQCOM", glsym_func_void);
FINDSYM(glsym_glExtTexObjectStateOverrideiQCOM, "glExtTexObjectStateOverrideiQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetTexSubImageQCOM, "glExtGetTexSubImageQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetBufferPointervQCOM, "glExtGetBufferPointervQCOM", glsym_func_void);
if (glsym_glExtGetTexturesQCOM) _gl_ext_entries[8].supported = 1;
/* GL_QCOM_extended_get2 */
FINDSYM(glsym_glExtGetShadersQCOM, "glExtGetShadersQCOM", glsym_func_void);
FINDSYM(glsym_glExtGetProgramsQCOM, "glExtGetProgramsQCOM", glsym_func_void);
FINDSYM(glsym_glExtIsProgramBinaryQCOM, "glExtIsProgramBinaryQCOM", glsym_func_uchar);
FINDSYM(glsym_glExtGetProgramBinarySourceQCOM, "glExtGetProgramBinarySourceQCOM", glsym_func_void);
if (glsym_glExtGetShadersQCOM) _gl_ext_entries[9].supported = 1;
}
static void
_extensions_init(Render_Engine *re)
{
int i;
const char *glexts, *evasglexts;
memset(_gl_ext_string, 0, 1024);
memset(_evasgl_ext_string, 0, 1024);
// GLES 2.0 Extensions
glexts = (const char*)glGetString(GL_EXTENSIONS);
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
DBG("--------GLES 2.0 Extensions--------");
for (i = 0; _gl_ext_entries[i].name != NULL; i++)
{
if ( (strstr(glexts, _gl_ext_entries[i].name) != NULL) ||
(strstr(glexts, _gl_ext_entries[i].real_name) != NULL) )
{
_gl_ext_entries[i].supported = 1;
strcat(_gl_ext_string, _gl_ext_entries[i].name);
strcat(_gl_ext_string, " ");
DBG("\t%s", _gl_ext_entries[i].name);
}
}
DBG(" ");
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
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL Extensions
if (glsym_eglQueryString)
{
evasglexts = glsym_eglQueryString(re->win->egl_disp, EGL_EXTENSIONS);
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
#else
if (glsym_glXQueryExtensionsString)
{
evasglexts = glXQueryExtensionsString(re->info->info.display,
re->info->info.screen);
#endif
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
DBG("--------EvasGL Extensions----------");
for (i = 0; _evasgl_ext_entries[i].name != NULL; i++)
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
{
if ( (strstr(evasglexts, _evasgl_ext_entries[i].name) != NULL) ||
(strstr(evasglexts, _evasgl_ext_entries[i].real_name) != NULL) )
{
_evasgl_ext_entries[i].supported = 1;
strcat(_evasgl_ext_string, _evasgl_ext_entries[i].name);
strcat(_evasgl_ext_string, " ");
DBG("\t%s", _evasgl_ext_entries[i].name);
}
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
}
DBG(" ");
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
}
}
int _evas_engine_GL_X11_log_dom = -1;
/* function tables - filled in later (func and parent func) */
static Evas_Func func, pfunc;
/* Function table for GL APIs */
static Evas_GL_API gl_funcs;
/*
struct xrdb_user
{
time_t last_stat;
time_t last_mtime;
XrmDatabase db;
};
static struct xrdb_user xrdb_user = {0, 0, NULL};
static Eina_Bool
xrdb_user_query(const char *name, const char *cls, char **type, XrmValue *val)
{
time_t last = xrdb_user.last_stat, now = time(NULL);
xrdb_user.last_stat = now;
if (last != now) // don't stat() more than once every second
{
struct stat st;
const char *home = getenv("HOME");
char tmp[PATH_MAX];
if (!home) goto failed;
snprintf(tmp, sizeof(tmp), "%s/.Xdefaults", home);
if (stat(tmp, &st) != 0) goto failed;
if (xrdb_user.last_mtime != st.st_mtime)
{
if (xrdb_user.db) XrmDestroyDatabase(xrdb_user.db);
xrdb_user.db = XrmGetFileDatabase(tmp);
if (!xrdb_user.db) goto failed;
xrdb_user.last_mtime = st.st_mtime;
}
}
if (!xrdb_user.db) return EINA_FALSE;
return XrmGetResource(xrdb_user.db, name, cls, type, val);
failed:
if (xrdb_user.db)
{
XrmDestroyDatabase(xrdb_user.db);
xrdb_user.db = NULL;
}
xrdb_user.last_mtime = 0;
return EINA_FALSE;
}
*/
2002-11-08 00:02:15 -08:00
static void *
eng_info(Evas *e)
2002-11-08 00:02:15 -08:00
{
Evas_Engine_Info_GL_X11 *info;
2002-11-08 00:02:15 -08:00
info = calloc(1, sizeof(Evas_Engine_Info_GL_X11));
info->magic.magic = rand();
info->func.best_visual_get = eng_best_visual_get;
info->func.best_colormap_get = eng_best_colormap_get;
info->func.best_depth_get = eng_best_depth_get;
info->render_mode = EVAS_RENDER_MODE_BLOCKING;
2002-11-08 00:02:15 -08:00
return info;
e = NULL;
}
static void
eng_info_free(Evas *e __UNUSED__, void *info)
2002-11-08 00:02:15 -08:00
{
Evas_Engine_Info_GL_X11 *in;
// dont free! why bother? its not worth it
// eina_log_domain_unregister(_evas_engine_GL_X11_log_dom);
2002-11-08 00:02:15 -08:00
in = (Evas_Engine_Info_GL_X11 *)info;
free(in);
}
static int
_re_wincheck(Render_Engine *re)
{
if (re->win->surf) return 1;
eng_window_resurf(re->win);
if (!re->win->surf)
{
ERR("GL engine can't re-create window surface!");
}
return 0;
}
static void
_re_winfree(Render_Engine *re)
{
if (!re->win->surf) return;
eng_window_unsurf(re->win);
}
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
static Render_Engine_GL_Resource *
_create_internal_glue_resources(void *data)
{
Render_Engine *re = (Render_Engine *)data;
Render_Engine_GL_Resource *rsc;
rsc = calloc(1, sizeof(Render_Engine_GL_Resource));
if (!rsc) return NULL;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL
int context_attrs[3];
context_attrs[0] = EGL_CONTEXT_CLIENT_VERSION;
context_attrs[1] = 2;
context_attrs[2] = EGL_NONE;
// Create resource surface for EGL
rsc->surface = eglCreateWindowSurface(re->win->egl_disp,
re->win->egl_config,
(EGLNativeWindowType)DefaultRootWindow(re->info->info.display),
NULL);
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
if (!rsc->surface)
{
ERR("Creating internal resource surface failed.");
free(rsc);
return NULL;
}
// Create a resource context for EGL
rsc->context = eglCreateContext(re->win->egl_disp,
re->win->egl_config,
re->win->egl_context[0], // Evas' GL Context
context_attrs);
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
if (!rsc->context)
{
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
ERR("Internal Resource Context Creations Failed.");
free(rsc);
return NULL;
}
// Add to the resource resource list for cleanup
LKL(resource_lock);
resource_list = eina_list_prepend(resource_list, rsc);
LKU(resource_lock);
// Set the resource in TLS
if (eina_tls_set(resource_key, (void*)rsc) == EINA_FALSE)
{
ERR("Failed setting TLS Resource");
free(rsc);
return NULL;
}
#else
// GLX
rsc->context = glXCreateContext(re->info->info.display,
re->win->visualinfo,
re->win->context, // Evas' GL Context
1);
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
if (!rsc->context)
{
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
ERR("Internal Resource Context Creations Failed.");
free(rsc);
return NULL;
}
// Add to the resource resource list for cleanup
LKL(resource_lock);
resource_list = eina_list_prepend(resource_list, rsc);
LKU(resource_lock);
// Set the resource in TLS
if (eina_tls_set(resource_key, (void*)rsc) == EINA_FALSE)
{
ERR("Failed setting TLS Resource");
free(rsc);
return NULL;
}
#endif
return rsc;
}
static int
_destroy_internal_glue_resources(void *data)
{
Render_Engine *re = (Render_Engine *)data;
Eina_List *l;
Render_Engine_GL_Resource *rsc;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL
// Delete the Resources
LKL(resource_lock);
EINA_LIST_FOREACH(resource_list, l, rsc)
{
if (rsc->surface) eglDestroySurface(re->win->egl_disp, rsc->surface);
if (rsc->context) eglDestroyContext(re->win->egl_disp, rsc->context);
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
free(rsc);
}
eina_list_free(resource_list);
LKU(resource_lock);
// Destroy TLS
eina_tls_free(resource_key);
#else
// GLX
// Delete the Resources
LKL(resource_lock);
EINA_LIST_FOREACH(resource_list, l, rsc)
{
if (rsc)
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
{
glXDestroyContext(re->info->info.display, rsc->context);
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
free(rsc);
}
}
eina_list_free(resource_list);
LKU(resource_lock);
// Destroy TLS
eina_tls_free(resource_key);
#endif
return 1;
}
static int
eng_setup(Evas *e, void *in)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
Evas_Engine_Info_GL_X11 *info;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
info = (Evas_Engine_Info_GL_X11 *)in;
if (!e->engine.data.output)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#else
2010-01-21 21:55:46 -08:00
int eb, evb;
if (!glXQueryExtension(info->info.display, &eb, &evb)) return 0;
#endif
re = calloc(1, sizeof(Render_Engine));
if (!re) return 0;
re->info = info;
re->evas = e;
e->engine.data.output = re;
re->w = e->output.w;
re->h = e->output.h;
re->win = eng_window_new(re->info->info.display,
re->info->info.drawable,
re->info->info.screen,
re->info->info.visual,
re->info->info.colormap,
re->info->info.depth,
re->w,
re->h,
re->info->indirect,
re->info->info.destination_alpha,
re->info->info.rotation);
if (!re->win)
{
free(re);
e->engine.data.output = NULL;
return 0;
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_wins++;
/*
{
int status;
char *type = NULL;
XrmValue val;
re->xr.dpi = 75000; // dpy * 1000
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
status = xrdb_user_query("Xft.dpi", "Xft.Dpi", &type, &val);
if ((!status) || (!type))
{
if (!re->xrdb) re->xrdb = XrmGetDatabase(re->info->info.display);
if (re->xrdb)
status = XrmGetResource(re->xrdb,
"Xft.dpi", "Xft.Dpi", &type, &val);
}
if ((status) && (type))
{
if (!strcmp(type, "String"))
{
const char *str, *dp;
str = val.addr;
dp = strchr(str, '.');
if (!dp) dp = strchr(str, ',');
if (dp)
{
int subdpi, len, i;
char *buf;
buf = alloca(dp - str + 1);
strncpy(buf, str, dp - str);
buf[dp - str] = 0;
len = strlen(dp + 1);
subdpi = atoi(dp + 1);
if (len < 3)
{
for (i = len; i < 3; i++) subdpi *= 10;
}
else if (len > 3)
{
for (i = len; i > 3; i--) subdpi /= 10;
}
re->xr.dpi = atoi(buf) * 1000;
}
else
re->xr.dpi = atoi(str) * 1000;
evas_common_font_dpi_set(re->xr.dpi / 1000);
}
}
}
*/
if (!initted)
{
evas_common_cpu_init();
evas_common_blend_init();
evas_common_image_init();
evas_common_convert_init();
evas_common_scale_init();
evas_common_rectangle_init();
evas_common_polygon_init();
evas_common_line_init();
evas_common_font_init();
evas_common_draw_init();
evas_common_tilebuf_init();
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
// Initialize TLS
if (eina_tls_new(&resource_key) == EINA_FALSE)
ERR("Error creating tls key");
DBG("TLS KEY create... %d", resource_key);
initted = 1;
}
}
else
{
re = e->engine.data.output;
if (_re_wincheck(re))
2010-01-25 06:02:14 -08:00
{
if ((re->info->info.display != re->win->disp) ||
(re->info->info.drawable != re->win->win) ||
(re->info->info.screen != re->win->screen) ||
(re->info->info.visual != re->win->visual) ||
(re->info->info.colormap != re->win->colormap) ||
(re->info->info.depth != re->win->depth) ||
(re->info->info.destination_alpha != re->win->alpha) ||
(re->info->info.rotation != re->win->rot))
2010-07-28 01:11:30 -07:00
{
int inc = 0;
if (re->win)
{
re->win->gl_context->references++;
eng_window_free(re->win);
inc = 1;
gl_wins--;
}
re->w = e->output.w;
re->h = e->output.h;
re->win = eng_window_new(re->info->info.display,
re->info->info.drawable,
re->info->info.screen,
re->info->info.visual,
re->info->info.colormap,
re->info->info.depth,
re->w,
re->h,
re->info->indirect,
re->info->info.destination_alpha,
re->info->info.rotation);
eng_window_use(re->win);
if (re->win) gl_wins++;
if ((re->win) && (inc))
re->win->gl_context->references--;
}
else if ((re->win->w != e->output.w) ||
(re->win->h != e->output.h))
{
re->w = e->output.w;
re->h = e->output.h;
re->win->w = e->output.w;
re->win->h = e->output.h;
eng_window_use(re->win);
evas_gl_common_context_resize(re->win->gl_context, re->win->w, re->win->h, re->win->rot);
2010-07-28 01:11:30 -07:00
}
2010-01-25 06:02:14 -08:00
}
}
if (!re->win)
{
free(re);
return 0;
}
if (!e->engine.data.output)
{
if (re->win)
{
eng_window_free(re->win);
gl_wins--;
}
free(re);
return 0;
}
re->tb = evas_common_tilebuf_new(re->win->w, re->win->h);
if (!re->tb)
{
if (re->win)
{
eng_window_free(re->win);
gl_wins--;
}
free(re);
return 0;
}
evas_common_tilebuf_set_tile_size(re->tb, TILESIZE, TILESIZE);
2002-11-08 00:02:15 -08:00
if (!e->engine.data.context)
e->engine.data.context =
e->engine.func->context_new(e->engine.data.output);
eng_window_use(re->win);
re->vsync = 0;
_sym_init();
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
_extensions_init(re);
// This is used in extensions. Not pretty but can't get display otherwise.
current_engine = re;
return 1;
2002-11-08 00:02:15 -08:00
}
static void
eng_output_free(void *data)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
if (re)
{
// NOTE: XrmGetDatabase() result is shared per connection, do not free it.
// if (re->xrdb) XrmDestroyDatabase(re->xrdb);
#if 0
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// Destroy the resource surface
// Only required for EGL case
if (re->surface)
eglDestroySurface(re->win->egl_disp, re->surface);
#endif
// Destroy the resource context
_destroy_internal_context(re, context);
#endif
if (re->win)
{
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
if ((initted == 1) && (gl_wins == 1))
_destroy_internal_glue_resources(re);
eng_window_free(re->win);
gl_wins--;
}
evas_common_tilebuf_free(re->tb);
free(re);
}
if ((initted == 1) && (gl_wins == 0))
{
evas_common_image_shutdown();
evas_common_font_shutdown();
initted = 0;
}
2002-11-08 00:02:15 -08:00
}
static void
eng_output_resize(void *data, int w, int h)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
re->win->w = w;
re->win->h = h;
eng_window_use(re->win);
evas_gl_common_context_resize(re->win->gl_context, w, h, re->win->rot);
evas_common_tilebuf_free(re->tb);
re->tb = evas_common_tilebuf_new(w, h);
if (re->tb)
evas_common_tilebuf_set_tile_size(re->tb, TILESIZE, TILESIZE);
2002-11-08 00:02:15 -08:00
}
static void
eng_output_tile_size_set(void *data, int w, int h)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
re = (Render_Engine *)data;
evas_common_tilebuf_set_tile_size(re->tb, w, h);
2002-11-08 00:02:15 -08:00
}
static void
eng_output_redraws_rect_add(void *data, int x, int y, int w, int h)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
eng_window_use(re->win);
evas_gl_common_context_resize(re->win->gl_context, re->win->w, re->win->h, re->win->rot);
evas_common_tilebuf_add_redraw(re->tb, x, y, w, h);
RECTS_CLIP_TO_RECT(x, y, w, h, 0, 0, re->win->w, re->win->h);
if ((w <= 0) || (h <= 0)) return;
if (!re->win->draw.redraw)
{
#if 1
re->win->draw.x1 = x;
re->win->draw.y1 = y;
re->win->draw.x2 = x + w - 1;
re->win->draw.y2 = y + h - 1;
#else
re->win->draw.x1 = 0;
re->win->draw.y1 = 0;
re->win->draw.x2 = re->win->w - 1;
re->win->draw.y2 = re->win->h - 1;
2005-05-21 19:49:50 -07:00
#endif
}
else
{
if (x < re->win->draw.x1) re->win->draw.x1 = x;
if (y < re->win->draw.y1) re->win->draw.y1 = y;
if ((x + w - 1) > re->win->draw.x2) re->win->draw.x2 = x + w - 1;
if ((y + h - 1) > re->win->draw.y2) re->win->draw.y2 = y + h - 1;
}
re->win->draw.redraw = 1;
2002-11-08 00:02:15 -08:00
}
static void
eng_output_redraws_rect_del(void *data, int x, int y, int w, int h)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
re = (Render_Engine *)data;
evas_common_tilebuf_del_redraw(re->tb, x, y, w, h);
2002-11-08 00:02:15 -08:00
}
static void
eng_output_redraws_clear(void *data)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
evas_common_tilebuf_clear(re->tb);
/* re->win->draw.redraw = 0;*/
// INF("GL: finish update cycle!");
2002-11-08 00:02:15 -08:00
}
/* vsync games - not for now though */
#define VSYNC_TO_SCREEN 1
2002-11-08 00:02:15 -08:00
static void *
eng_output_redraws_next_update_get(void *data, int *x, int *y, int *w, int *h, int *cx, int *cy, int *cw, int *ch)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
Tilebuf_Rect *rects;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
/* get the upate rect surface - return engine data as dummy */
rects = evas_common_tilebuf_get_render_rects(re->tb);
if (rects)
{
/*
Tilebuf_Rect *r;
printf("REAAAAACCTS\n");
EINA_INLIST_FOREACH(EINA_INLIST_GET(rects), r)
{
printf(" %i %i %ix%i\n", r->x, r->y, r->w, r->h);
}
*/
evas_common_tilebuf_free_render_rects(rects);
evas_common_tilebuf_clear(re->tb);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// dont need to for egl - eng_window_use() can check for other ctxt's
#else
eng_window_use(NULL);
#endif
eng_window_use(re->win);
if (!_re_wincheck(re)) return NULL;
evas_gl_common_context_flush(re->win->gl_context);
evas_gl_common_context_newframe(re->win->gl_context);
if (x) *x = 0;
if (y) *y = 0;
if (w) *w = re->win->w;
if (h) *h = re->win->h;
if (cx) *cx = 0;
if (cy) *cy = 0;
if (cw) *cw = re->win->w;
if (ch) *ch = re->win->h;
return re->win->gl_context->def_surface;
}
return NULL;
/*
if (!re->win->draw.redraw) return NULL;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// dont need to for egl - eng_window_use() can check for other ctxt's
#else
eng_window_use(NULL);
#endif
eng_window_use(re->win);
if (!_re_wincheck(re)) return NULL;
evas_gl_common_context_flush(re->win->gl_context);
evas_gl_common_context_newframe(re->win->gl_context);
if (x) *x = re->win->draw.x1;
if (y) *y = re->win->draw.y1;
if (w) *w = re->win->draw.x2 - re->win->draw.x1 + 1;
if (h) *h = re->win->draw.y2 - re->win->draw.y1 + 1;
if (cx) *cx = re->win->draw.x1;
if (cy) *cy = re->win->draw.y1;
if (cw) *cw = re->win->draw.x2 - re->win->draw.x1 + 1;
if (ch) *ch = re->win->draw.y2 - re->win->draw.y1 + 1;
return re->win->gl_context->def_surface;
*/
2002-11-08 00:02:15 -08:00
}
//#define FRAMECOUNT 1
#ifdef FRAMECOUNT
static double
get_time(void)
{
struct timeval timev;
gettimeofday(&timev, NULL);
return (double)timev.tv_sec + (((double)timev.tv_usec) / 1000000);
}
#endif
static int safe_native = -1;
2002-11-08 00:02:15 -08:00
static void
eng_output_redraws_next_update_push(void *data, void *surface __UNUSED__, int x __UNUSED__, int y __UNUSED__, int w __UNUSED__, int h __UNUSED__)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
#ifdef FRAMECOUNT
static double pt = 0.0;
double ta, tb;
#endif
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
/* put back update surface.. in this case just unflag redraw */
if (!_re_wincheck(re)) return;
re->win->draw.redraw = 0;
re->win->draw.drew = 1;
evas_gl_common_context_flush(re->win->gl_context);
if (safe_native == -1)
{
const char *s = getenv("EVAS_GL_SAFE_NATIVE");
safe_native = 0;
if (s) safe_native = atoi(s);
else
{
s = (const char *)glGetString(GL_RENDERER);
if (s)
{
if (strstr(s, "PowerVR SGX 540") ||
strstr(s, "Mali-400 MP"))
safe_native = 1;
}
}
}
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// this is needed to make sure all previous rendering is flushed to
// buffers/surfaces
#ifdef FRAMECOUNT
double t0 = get_time();
ta = t0 - pt;
pt = t0;
#endif
// previous rendering should be done and swapped
if (!safe_native) eglWaitNative(EGL_CORE_NATIVE_ENGINE);
#ifdef FRAMECOUNT
double t1 = get_time();
tb = t1 - t0;
printf("... %1.5f -> %1.5f | ", ta, tb);
#endif
// if (eglGetError() != EGL_SUCCESS)
// {
// printf("Error: eglWaitNative(EGL_CORE_NATIVE_ENGINE) fail.\n");
// }
#else
// previous rendering should be done and swapped
if (!safe_native) glXWaitX();
#endif
//x// printf("frame -> push\n");
2002-11-08 00:02:15 -08:00
}
static void
eng_output_flush(void *data)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
if (!_re_wincheck(re)) return;
if (!re->win->draw.drew) return;
//x// printf("frame -> flush\n");
re->win->draw.drew = 0;
eng_window_use(re->win);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#ifdef FRAMECOUNT
double t0 = get_time();
#endif
if (!re->vsync)
{
if (re->info->vsync) eglSwapInterval(re->win->egl_disp, 1);
else eglSwapInterval(re->win->egl_disp, 0);
re->vsync = 1;
}
if (re->info->callback.pre_swap)
{
re->info->callback.pre_swap(re->info->callback.data, re->evas);
}
eglSwapBuffers(re->win->egl_disp, re->win->egl_surface[0]);
if (!safe_native) eglWaitGL();
if (re->info->callback.post_swap)
{
re->info->callback.post_swap(re->info->callback.data, re->evas);
}
#ifdef FRAMECOUNT
double t1 = get_time();
printf("%1.5f\n", t1 - t0);
#endif
// if (eglGetError() != EGL_SUCCESS)
// {
// printf("Error: eglSwapBuffers() fail.\n");
// }
#else
#ifdef VSYNC_TO_SCREEN
if ((re->info->vsync)/* || (1)*/)
{
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
if (glsym_glXSwapIntervalEXT)
{
if (!re->vsync)
{
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
if (re->info->vsync) glsym_glXSwapIntervalEXT(re->win->disp, re->win->win, 1);
else glsym_glXSwapIntervalEXT(re->win->disp, re->win->win, 0);
re->vsync = 1;
}
}
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
if (glsym_glXSwapIntervalSGI)
{
if (!re->vsync)
{
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
if (re->info->vsync) glsym_glXSwapIntervalSGI(1);
else glsym_glXSwapIntervalSGI(0);
re->vsync = 1;
}
}
else
{
if ((glsym_glXGetVideoSync) && (glsym_glXWaitVideoSync))
{
unsigned int rc;
glsym_glXGetVideoSync(&rc);
glsym_glXWaitVideoSync(1, 0, &rc);
}
}
}
# endif
if (re->info->callback.pre_swap)
{
re->info->callback.pre_swap(re->info->callback.data, re->evas);
}
#if 1
if (1)
#else
if ((re->win->draw.x1 == 0) && (re->win->draw.y1 == 0) && (re->win->draw.x2 == (re->win->w - 1)) && (re->win->draw.y2 == (re->win->h - 1)))
#endif
{
// double t, t2 = 0.0;
// t = get_time();
glXSwapBuffers(re->win->disp, re->win->win);
// t = get_time() - t;
// if (!safe_native)
// {
// t2 = get_time();
// glXWaitGL();
// t2 = get_time() - t2;
// }
// printf("swap: %3.5f (%3.5fms), x wait gl: %3.5f (%3.5fms)\n",
// t, t * 1000.0, t2, t2 * 1000.0);
}
else
{
// FIXME: this doesn't work.. why oh why?
int sx, sy, sw, sh;
sx = re->win->draw.x1;
sy = re->win->draw.y1;
sw = (re->win->draw.x2 - re->win->draw.x1) + 1;
sh = (re->win->draw.y2 - re->win->draw.y1) + 1;
sy = re->win->h - sy - sh;
glBitmap(0, 0, 0, 0, sx, re->win->h - sy, NULL);
glEnable(GL_SCISSOR_TEST);
glScissor(sx, sy, sw, sh);
glDrawBuffer(GL_FRONT);
glCopyPixels(sx, sy, sw, sh, GL_COLOR);
glDrawBuffer(GL_BACK);
glDisable(GL_SCISSOR_TEST);
glBitmap(0, 0, 0, 0, 0, 0, NULL);
glFlush();
}
if (re->info->callback.post_swap)
{
re->info->callback.post_swap(re->info->callback.data, re->evas);
}
#endif
2002-11-08 00:02:15 -08:00
}
static void
eng_output_idle_flush(void *data)
{
Render_Engine *re;
re = (Render_Engine *)data;
}
static void
eng_output_dump(void *data)
{
Render_Engine *re;
re = (Render_Engine *)data;
evas_common_image_image_all_unload();
evas_common_font_font_all_unload();
evas_gl_common_image_all_unload(re->win->gl_context);
_re_winfree(re);
}
2002-11-08 00:02:15 -08:00
static void
eng_context_cutout_add(void *data __UNUSED__, void *context, int x, int y, int w, int h)
2002-11-08 00:02:15 -08:00
{
// Render_Engine *re;
//
// re = (Render_Engine *)data;
// re->win->gl_context->dc = context;
evas_common_draw_context_add_cutout(context, x, y, w, h);
2002-11-08 00:02:15 -08:00
}
static void
eng_context_cutout_clear(void *data __UNUSED__, void *context)
2002-11-08 00:02:15 -08:00
{
// Render_Engine *re;
//
// re = (Render_Engine *)data;
// re->win->gl_context->dc = context;
evas_common_draw_context_clear_cutouts(context);
2002-11-08 00:02:15 -08:00
}
static void
eng_rectangle_draw(void *data, void *context, void *surface, int x, int y, int w, int h)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
evas_gl_common_rect_draw(re->win->gl_context, x, y, w, h);
2002-11-08 00:02:15 -08:00
}
static void
eng_line_draw(void *data, void *context, void *surface, int x1, int y1, int x2, int y2)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
evas_gl_common_line_draw(re->win->gl_context, x1, y1, x2, y2);
2002-11-08 00:02:15 -08:00
}
static void *
eng_polygon_point_add(void *data, void *context __UNUSED__, void *polygon, int x, int y)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
return evas_gl_common_poly_point_add(polygon, x, y);
2002-11-08 00:02:15 -08:00
}
static void *
eng_polygon_points_clear(void *data, void *context __UNUSED__, void *polygon)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
return evas_gl_common_poly_points_clear(polygon);
2002-11-08 00:02:15 -08:00
}
static void
eng_polygon_draw(void *data, void *context, void *surface __UNUSED__, void *polygon, int x, int y)
2002-11-08 00:02:15 -08:00
{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
evas_gl_common_poly_draw(re->win->gl_context, polygon, x, y);
2002-11-08 00:02:15 -08:00
}
static int
eng_image_alpha_get(void *data __UNUSED__, void *image)
{
// Render_Engine *re;
Evas_GL_Image *im;
// re = (Render_Engine *)data;
2006-12-17 08:46:30 -08:00
if (!image) return 1;
im = image;
return im->alpha;
}
static int
eng_image_colorspace_get(void *data __UNUSED__, void *image)
{
// Render_Engine *re;
Evas_GL_Image *im;
// re = (Render_Engine *)data;
2006-12-17 08:46:30 -08:00
if (!image) return EVAS_COLORSPACE_ARGB8888;
im = image;
return im->cs.space;
}
static void
eng_image_mask_create(void *data __UNUSED__, void *image)
{
Evas_GL_Image *im;
if (!image) return;
im = image;
if (!im->im->image.data)
evas_cache_image_load_data(&im->im->cache_entry);
if (!im->tex)
im->tex = evas_gl_common_texture_new(im->gc, im->im);
}
static void *
eng_image_alpha_set(void *data, void *image, int has_alpha)
{
Render_Engine *re;
Evas_GL_Image *im;
re = (Render_Engine *)data;
if (!image) return NULL;
im = image;
if (im->alpha == has_alpha) return image;
if (im->native.data)
{
im->alpha = has_alpha;
return image;
}
eng_window_use(re->win);
if ((im->tex) && (im->tex->pt->dyn.img))
{
im->alpha = has_alpha;
im->tex->alpha = im->alpha;
return image;
}
/* FIXME: can move to gl_common */
if (im->cs.space != EVAS_COLORSPACE_ARGB8888) return im;
if ((has_alpha) && (im->im->cache_entry.flags.alpha)) return image;
else if ((!has_alpha) && (!im->im->cache_entry.flags.alpha)) return image;
if (im->references > 1)
{
Evas_GL_Image *im_new;
im_new = evas_gl_common_image_new_from_copied_data
(im->gc, im->im->cache_entry.w, im->im->cache_entry.h,
im->im->image.data,
eng_image_alpha_get(data, image),
eng_image_colorspace_get(data, image));
if (!im_new) return im;
evas_gl_common_image_free(im);
im = im_new;
}
else
evas_gl_common_image_dirty(im, 0, 0, 0, 0);
return evas_gl_common_image_alpha_set(im, has_alpha ? 1 : 0);
// im->im->cache_entry.flags.alpha = has_alpha ? 1 : 0;
// return image;
}
static void *
eng_image_border_set(void *data __UNUSED__, void *image, int l __UNUSED__, int r __UNUSED__, int t __UNUSED__, int b __UNUSED__)
{
// Render_Engine *re;
//
// re = (Render_Engine *)data;
return image;
}
static void
eng_image_border_get(void *data __UNUSED__, void *image __UNUSED__, int *l __UNUSED__, int *r __UNUSED__, int *t __UNUSED__, int *b __UNUSED__)
{
// Render_Engine *re;
//
// re = (Render_Engine *)data;
}
static char *
eng_image_comment_get(void *data __UNUSED__, void *image, char *key __UNUSED__)
{
// Render_Engine *re;
Evas_GL_Image *im;
// re = (Render_Engine *)data;
if (!image) return NULL;
im = image;
if (!im->im) return NULL;
return im->im->info.comment;
}
static char *
eng_image_format_get(void *data __UNUSED__, void *image)
{
// Render_Engine *re;
Evas_GL_Image *im;
// re = (Render_Engine *)data;
im = image;
return NULL;
}
static void
eng_image_colorspace_set(void *data, void *image, int cspace)
{
Render_Engine *re;
Evas_GL_Image *im;
re = (Render_Engine *)data;
if (!image) return;
im = image;
if (im->native.data) return;
/* FIXME: can move to gl_common */
if (im->cs.space == cspace) return;
eng_window_use(re->win);
evas_cache_image_colorspace(&im->im->cache_entry, cspace);
switch (cspace)
{
case EVAS_COLORSPACE_ARGB8888:
if (im->cs.data)
{
if (!im->cs.no_free) free(im->cs.data);
im->cs.data = NULL;
im->cs.no_free = 0;
}
break;
case EVAS_COLORSPACE_YCBCR422P601_PL:
case EVAS_COLORSPACE_YCBCR422P709_PL:
case EVAS_COLORSPACE_YCBCR422601_PL:
case EVAS_COLORSPACE_YCBCR420NV12601_PL:
case EVAS_COLORSPACE_YCBCR420TM12601_PL:
if (im->tex) evas_gl_common_texture_free(im->tex);
im->tex = NULL;
if (im->cs.data)
{
if (!im->cs.no_free) free(im->cs.data);
}
if (im->im->cache_entry.h > 0)
im->cs.data =
calloc(1, im->im->cache_entry.h * sizeof(unsigned char *) * 2);
else
im->cs.data = NULL;
im->cs.no_free = 0;
break;
default:
abort();
break;
}
im->cs.space = cspace;
}
/////////////////////////////////////////////////////////////////////////
//
//
typedef struct _Native Native;
struct _Native
{
Evas_Native_Surface ns;
Pixmap pixmap;
Visual *visual;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
void *egl_surface;
#else
void *fbc;
XID glx_pixmap;
#endif
};
// FIXME: this is enabled so updates happen - but its SLOOOOOOOOOOOOOOOW
// (i am sure this is the reason) not to mention seemingly superfluous. but
// i need to enable it for it to work on fglrx at least. havent tried nvidia.
//
// why is this the case? does anyone know? has anyone tried it on other gfx
// drivers?
//
//#define GLX_TEX_PIXMAP_RECREATE 1
static void
_native_bind_cb(void *data, void *image)
{
Evas_GL_Image *im = image;
Native *n = im->native.data;
if (n->ns.type == EVAS_NATIVE_SURFACE_X11)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if (n->egl_surface)
{
if (glsym_glEGLImageTargetTexture2DOES)
{
glsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, n->egl_surface);
if (eglGetError() != EGL_SUCCESS)
ERR("glEGLImageTargetTexture2DOES() failed.");
}
else
ERR("Try glEGLImageTargetTexture2DOES on EGL with no support");
}
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
Render_Engine *re = data;
if (glsym_glXBindTexImage)
{
glsym_glXBindTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT, NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
ERR("Try glXBindTexImage on GLX with no support");
# endif
#endif
}
else if (n->ns.type == EVAS_NATIVE_SURFACE_OPENGL)
{
glBindTexture(GL_TEXTURE_2D, n->ns.data.opengl.texture_id);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
2011-04-08 21:13:21 -07:00
return;
data = NULL;
}
static void
_native_unbind_cb(void *data, void *image)
{
Evas_GL_Image *im = image;
Native *n = im->native.data;
if (n->ns.type == EVAS_NATIVE_SURFACE_X11)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// nothing
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
Render_Engine *re = data;
if (glsym_glXReleaseTexImage)
{
glsym_glXReleaseTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
ERR("Try glXReleaseTexImage on GLX with no support");
# endif
#endif
}
else if (n->ns.type == EVAS_NATIVE_SURFACE_OPENGL)
{
glBindTexture(GL_TEXTURE_2D, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
2011-04-08 21:13:21 -07:00
return;
data = NULL;
}
static void
_native_free_cb(void *data, void *image)
{
Render_Engine *re = data;
Evas_GL_Image *im = image;
Native *n = im->native.data;
uint32_t pmid, texid;
if (n->ns.type == EVAS_NATIVE_SURFACE_X11)
{
pmid = n->pixmap;
eina_hash_del(re->win->gl_context->shared->native_pm_hash, &pmid, im);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if (n->egl_surface)
{
if (glsym_eglDestroyImage)
{
glsym_eglDestroyImage(re->win->egl_disp,
n->egl_surface);
if (eglGetError() != EGL_SUCCESS)
ERR("eglDestroyImage() failed.");
}
else
ERR("Try eglDestroyImage on EGL with no support");
}
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
if (n->glx_pixmap)
{
if (im->native.loose)
{
if (glsym_glXReleaseTexImage)
{
glsym_glXReleaseTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
ERR("Try glXReleaseTexImage on GLX with no support");
}
if (glsym_glXDestroyPixmap)
{
glsym_glXDestroyPixmap(re->win->disp, n->glx_pixmap);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
ERR("Try glXDestroyPixmap on GLX with no support");
n->glx_pixmap = 0;
}
# endif
#endif
}
else if (n->ns.type == EVAS_NATIVE_SURFACE_OPENGL)
{
texid = n->ns.data.opengl.texture_id;
eina_hash_del(re->win->gl_context->shared->native_tex_hash, &texid, im);
}
im->native.data = NULL;
im->native.func.data = NULL;
im->native.func.bind = NULL;
im->native.func.unbind = NULL;
im->native.func.free = NULL;
free(n);
}
static void *
eng_image_native_set(void *data, void *image, void *native)
{
Render_Engine *re = (Render_Engine *)data;
Evas_Native_Surface *ns = native;
Evas_GL_Image *im = image, *im2 = NULL;
Visual *vis = NULL;
Pixmap pm = 0;
Native *n = NULL;
uint32_t pmid, texid;
unsigned int tex = 0;
unsigned int fbo = 0;
if (!im)
{
if ((!ns) && (ns->type == EVAS_NATIVE_SURFACE_OPENGL))
{
im = evas_gl_common_image_new_from_data(re->win->gl_context,
ns->data.opengl.w,
ns->data.opengl.h,
NULL, 1,
EVAS_COLORSPACE_ARGB8888);
}
else
return NULL;
}
if (ns)
{
if (ns->type == EVAS_NATIVE_SURFACE_X11)
{
vis = ns->data.x11.visual;
pm = ns->data.x11.pixmap;
if (im->native.data)
{
Evas_Native_Surface *ens = im->native.data;
if ((ens->data.x11.visual == vis) &&
(ens->data.x11.pixmap == pm))
return im;
}
}
else if (ns->type == EVAS_NATIVE_SURFACE_OPENGL)
{
tex = ns->data.opengl.texture_id;
fbo = ns->data.opengl.framebuffer_id;
if (im->native.data)
{
Evas_Native_Surface *ens = im->native.data;
if ((ens->data.opengl.texture_id == tex) &&
(ens->data.opengl.framebuffer_id == fbo))
return im;
}
}
}
if ((!ns) && (!im->native.data)) return im;
eng_window_use(re->win);
if (im->native.data)
{
if (im->native.func.free)
im->native.func.free(im->native.func.data, im);
evas_gl_common_image_native_disable(im);
}
if (!ns) return im;
if (ns->type == EVAS_NATIVE_SURFACE_X11)
{
pmid = pm;
im2 = eina_hash_find(re->win->gl_context->shared->native_pm_hash, &pmid);
if (im2 == im) return im;
if (im2)
{
n = im2->native.data;
if (n)
{
evas_gl_common_image_ref(im2);
evas_gl_common_image_free(im);
return im2;
}
}
}
else if (ns->type == EVAS_NATIVE_SURFACE_OPENGL)
{
texid = tex;
im2 = eina_hash_find(re->win->gl_context->shared->native_tex_hash, &texid);
if (im2 == im) return im;
if (im2)
{
n = im2->native.data;
if (n)
{
evas_gl_common_image_ref(im2);
evas_gl_common_image_free(im);
return im2;
}
}
}
im2 = evas_gl_common_image_new_from_data(re->win->gl_context,
im->w, im->h, NULL, im->alpha,
EVAS_COLORSPACE_ARGB8888);
evas_gl_common_image_free(im);
im = im2;
if (ns->type == EVAS_NATIVE_SURFACE_X11)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if (native)
{
n = calloc(1, sizeof(Native));
if (n)
{
EGLConfig egl_config;
int config_attrs[20];
int num_config, i = 0;
eina_hash_add(re->win->gl_context->shared->native_pm_hash, &pmid, im);
config_attrs[i++] = EGL_RED_SIZE;
config_attrs[i++] = 8;
config_attrs[i++] = EGL_GREEN_SIZE;
config_attrs[i++] = 8;
config_attrs[i++] = EGL_BLUE_SIZE;
config_attrs[i++] = 8;
config_attrs[i++] = EGL_ALPHA_SIZE;
config_attrs[i++] = 8;
config_attrs[i++] = EGL_DEPTH_SIZE;
config_attrs[i++] = 0;
config_attrs[i++] = EGL_STENCIL_SIZE;
config_attrs[i++] = 0;
config_attrs[i++] = EGL_RENDERABLE_TYPE;
config_attrs[i++] = EGL_OPENGL_ES2_BIT;
config_attrs[i++] = EGL_SURFACE_TYPE;
config_attrs[i++] = EGL_PIXMAP_BIT;
config_attrs[i++] = EGL_NONE;
if (!eglChooseConfig(re->win->egl_disp, config_attrs,
&egl_config, 1, &num_config))
ERR("eglChooseConfig() failed for pixmap 0x%x, num_config = %i", (unsigned int)pm, num_config);
memcpy(&(n->ns), ns, sizeof(Evas_Native_Surface));
n->pixmap = pm;
n->visual = vis;
if (glsym_eglCreateImage)
n->egl_surface = glsym_eglCreateImage(re->win->egl_disp,
EGL_NO_CONTEXT,
EGL_NATIVE_PIXMAP_KHR,
(void *)pm,
NULL);
else
ERR("Try eglCreateImage on EGL with no support");
if (!n->egl_surface)
ERR("eglCreatePixmapSurface() for 0x%x failed", (unsigned int)pm);
im->native.yinvert = 1;
im->native.loose = 0;
im->native.data = n;
im->native.func.data = re;
im->native.func.bind = _native_bind_cb;
im->native.func.unbind = _native_unbind_cb;
im->native.func.free = _native_free_cb;
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = 0;
evas_gl_common_image_native_enable(im);
}
}
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
if (native)
{
int dummy;
unsigned int w, h, depth = 32, border;
Window wdummy;
// fixme: round trip :(
XGetGeometry(re->win->disp, pm, &wdummy, &dummy, &dummy,
&w, &h, &border, &depth);
n = calloc(1, sizeof(Native));
if (n)
{
int pixmap_att[20];
unsigned int target = 0;
unsigned int i = 0;
eina_hash_add(re->win->gl_context->shared->native_pm_hash, &pmid, im);
if ((re->win->depth_cfg[depth].tex_target &
GLX_TEXTURE_2D_BIT_EXT)
// && (1) // we assume npo2 for now
// size is pow2 || mnpo2 supported
)
target = GLX_TEXTURE_2D_EXT;
else if ((re->win->depth_cfg[depth].tex_target &
GLX_TEXTURE_RECTANGLE_BIT_EXT))
{
ERR("rect!!! (not handled)");
target = GLX_TEXTURE_RECTANGLE_EXT;
}
if (!target)
{
ERR("broken text-from-pixmap");
if (!(re->win->depth_cfg[depth].tex_target &
GLX_TEXTURE_2D_BIT_EXT))
target = GLX_TEXTURE_RECTANGLE_EXT;
else if (!(re->win->depth_cfg[depth].tex_target &
GLX_TEXTURE_RECTANGLE_BIT_EXT))
target = GLX_TEXTURE_2D_EXT;
}
pixmap_att[i++] = GLX_TEXTURE_FORMAT_EXT;
pixmap_att[i++] = re->win->depth_cfg[depth].tex_format;
pixmap_att[i++] = GLX_MIPMAP_TEXTURE_EXT;
pixmap_att[i++] = re->win->depth_cfg[depth].mipmap;
if (target)
{
pixmap_att[i++] = GLX_TEXTURE_TARGET_EXT;
pixmap_att[i++] = target;
}
pixmap_att[i++] = 0;
memcpy(&(n->ns), ns, sizeof(Evas_Native_Surface));
n->pixmap = pm;
n->visual = vis;
n->fbc = re->win->depth_cfg[depth].fbc;
if (glsym_glXCreatePixmap)
n->glx_pixmap = glsym_glXCreatePixmap(re->win->disp,
n->fbc,
n->pixmap,
pixmap_att);
else
ERR("Try glXCreatePixmap on GLX with no support");
if (n->glx_pixmap)
{
// printf("%p: new native texture for %x | %4i x %4i @ %2i = %p\n",
// n, pm, w, h, depth, n->glx_pixmap);
if (!target)
{
ERR("no target :(");
if (glsym_glXQueryDrawable)
glsym_glXQueryDrawable(re->win->disp,
n->pixmap,
GLX_TEXTURE_TARGET_EXT,
&target);
}
if (target == GLX_TEXTURE_2D_EXT)
{
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = re->win->depth_cfg[depth].mipmap;
}
# ifdef GL_TEXTURE_RECTANGLE_ARB
else if (target == GLX_TEXTURE_RECTANGLE_EXT)
{
im->native.target = GL_TEXTURE_RECTANGLE_ARB;
im->native.mipmap = 0;
}
# endif
else
{
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = 0;
ERR("still unknown target");
}
}
else
ERR("GLX Pixmap create fail");
im->native.yinvert = re->win->depth_cfg[depth].yinvert;
im->native.loose = re->win->detected.loose_binding;
im->native.data = n;
im->native.func.data = re;
im->native.func.bind = _native_bind_cb;
im->native.func.unbind = _native_unbind_cb;
im->native.func.free = _native_free_cb;
evas_gl_common_image_native_enable(im);
}
}
# endif
#endif
}
else if (ns->type == EVAS_NATIVE_SURFACE_OPENGL)
{
if (native)
{
n = calloc(1, sizeof(Native));
if (n)
{
memcpy(&(n->ns), ns, sizeof(Evas_Native_Surface));
eina_hash_add(re->win->gl_context->shared->native_tex_hash, &texid, im);
n->pixmap = 0;
n->visual = 0;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
n->egl_surface = 0;
#else
n->fbc = 0;
n->glx_pixmap = 0;
#endif
im->native.yinvert = 0;
im->native.loose = 0;
im->native.data = n;
im->native.func.data = re;
im->native.func.bind = _native_bind_cb;
im->native.func.unbind = _native_unbind_cb;
im->native.func.free = _native_free_cb;
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = 0;
// FIXME: need to implement mapping sub texture regions
// x, y, w, h for possible texture atlasing
evas_gl_common_image_native_enable(im);
}
}
}
return im;
}
static void *
eng_image_native_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *im = image;
Native *n;
if (!im) return NULL;
n = im->native.data;
if (!n) return NULL;
return &(n->ns);
}
#if 0 // filtering disabled
static void
eng_image_draw_filtered(void *data, void *context, void *surface,
void *image, Evas_Filter_Info *filter)
{
Render_Engine *re = data;
if (!image) return;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
evas_gl_common_filter_draw(re->win->gl_context, image, filter);
}
static Filtered_Image *
eng_image_filtered_get(void *im, uint8_t *key, size_t keylen)
{
return evas_gl_common_image_filtered_get(im, key, keylen);
}
static Filtered_Image *
eng_image_filtered_save(void *im, void *fim, uint8_t *key, size_t keylen)
{
return evas_gl_common_image_filtered_save(im, fim, key, keylen);
}
static void
eng_image_filtered_free(void *im, Filtered_Image *fim)
{
evas_gl_common_image_filtered_free(im, fim);
}
#endif
//
//
/////////////////////////////////////////////////////////////////////////
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static void *
eng_image_load(void *data, const char *file, const char *key, int *error, Evas_Image_Load_Opts *lo)
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{
Render_Engine *re;
re = (Render_Engine *)data;
*error = EVAS_LOAD_ERROR_NONE;
eng_window_use(re->win);
return evas_gl_common_image_load(re->win->gl_context, file, key, lo, error);
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}
static void *
eng_image_new_from_data(void *data, int w, int h, DATA32 *image_data, int alpha, int cspace)
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{
Render_Engine *re;
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re = (Render_Engine *)data;
eng_window_use(re->win);
return evas_gl_common_image_new_from_data(re->win->gl_context, w, h, image_data, alpha, cspace);
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}
static void *
eng_image_new_from_copied_data(void *data, int w, int h, DATA32 *image_data, int alpha, int cspace)
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{
Render_Engine *re;
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re = (Render_Engine *)data;
eng_window_use(re->win);
return evas_gl_common_image_new_from_copied_data(re->win->gl_context, w, h, image_data, alpha, cspace);
2002-11-08 00:02:15 -08:00
}
static void
eng_image_free(void *data, void *image)
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{
Render_Engine *re;
re = (Render_Engine *)data;
if (!image) return;
eng_window_use(re->win);
evas_gl_common_image_free(image);
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}
static void
eng_image_size_get(void *data __UNUSED__, void *image, int *w, int *h)
2002-11-08 00:02:15 -08:00
{
if (!image)
{
*w = 0;
*h = 0;
return;
}
if (w) *w = ((Evas_GL_Image *)image)->w;
if (h) *h = ((Evas_GL_Image *)image)->h;
2002-11-08 00:02:15 -08:00
}
static void *
eng_image_size_set(void *data, void *image, int w, int h)
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{
Render_Engine *re;
Evas_GL_Image *im = image;
Evas_GL_Image *im_old;
2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
if (!im) return NULL;
if (im->native.data)
{
im->w = w;
im->h = h;
return image;
}
eng_window_use(re->win);
if ((im->tex) && (im->tex->pt->dyn.img))
{
evas_gl_common_texture_free(im->tex);
im->tex = NULL;
im->w = w;
im->h = h;
im->tex = evas_gl_common_texture_dynamic_new(im->gc, im);
return image;
}
im_old = image;
switch (eng_image_colorspace_get(data, image))
{
case EVAS_COLORSPACE_YCBCR422P601_PL:
case EVAS_COLORSPACE_YCBCR422P709_PL:
case EVAS_COLORSPACE_YCBCR422601_PL:
case EVAS_COLORSPACE_YCBCR420NV12601_PL:
case EVAS_COLORSPACE_YCBCR420TM12601_PL:
w &= ~0x1;
break;
}
if ((im_old) &&
((int)im_old->im->cache_entry.w == w) &&
((int)im_old->im->cache_entry.h == h))
return image;
if (im_old)
{
im = evas_gl_common_image_new(re->win->gl_context, w, h,
eng_image_alpha_get(data, image),
eng_image_colorspace_get(data, image));
/*
evas_common_load_image_data_from_file(im_old->im);
if (im_old->im->image->data)
{
evas_common_blit_rectangle(im_old->im, im->im, 0, 0, w, h, 0, 0);
evas_common_cpu_end_opt();
}
*/
evas_gl_common_image_free(im_old);
}
else
im = evas_gl_common_image_new(re->win->gl_context, w, h, 1, EVAS_COLORSPACE_ARGB8888);
return im;
2002-11-08 00:02:15 -08:00
}
static void *
eng_image_dirty_region(void *data, void *image, int x, int y, int w, int h)
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{
Render_Engine *re;
Evas_GL_Image *im = image;
2005-05-21 19:49:50 -07:00
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re = (Render_Engine *)data;
if (!image) return NULL;
if (im->native.data) return image;
eng_window_use(re->win);
evas_gl_common_image_dirty(image, x, y, w, h);
return image;
2002-11-08 00:02:15 -08:00
}
static void *
eng_image_data_get(void *data, void *image, int to_write, DATA32 **image_data, int *err)
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{
Render_Engine *re;
Evas_GL_Image *im;
int error;
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2002-11-08 00:02:15 -08:00
re = (Render_Engine *)data;
if (!image)
{
*image_data = NULL;
if (err) *err = EVAS_LOAD_ERROR_GENERIC;
return NULL;
}
im = image;
if (im->native.data)
{
*image_data = NULL;
if (err) *err = EVAS_LOAD_ERROR_NONE;
return im;
}
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
eng_window_use(re->win);
if ((im->tex) && (im->tex->pt) && (im->tex->pt->dyn.img) && (im->cs.space == EVAS_COLORSPACE_ARGB8888))
{
if (im->tex->pt->dyn.checked_out > 0)
{
im->tex->pt->dyn.checked_out++;
*image_data = im->tex->pt->dyn.data;
if (err) *err = EVAS_LOAD_ERROR_NONE;
return im;
}
*image_data = im->tex->pt->dyn.data = glsym_eglMapImageSEC(re->win->egl_disp, im->tex->pt->dyn.img);
if (!im->tex->pt->dyn.data)
{
if (err) *err = EVAS_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return im;
}
im->tex->pt->dyn.checked_out++;
if (err) *err = EVAS_LOAD_ERROR_NONE;
return im;
}
#else
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if ((im->tex) && (im->tex->pt) && (im->tex->pt->dyn.data))
{
*image_data = im->tex->pt->dyn.data;
if (err) *err = EVAS_LOAD_ERROR_NONE;
return im;
}
eng_window_use(re->win);
#endif
/* Engine can be fail to create texture after cache drop like eng_image_content_hint_set function,
so it is need to add code which check im->im's NULL value*/
if (!im->im)
{
*image_data = NULL;
if (err) *err = EVAS_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED;
return NULL;
}
error = evas_cache_image_load_data(&im->im->cache_entry);
switch (im->cs.space)
{
case EVAS_COLORSPACE_ARGB8888:
if (to_write)
{
if (im->references > 1)
{
Evas_GL_Image *im_new;
im_new = evas_gl_common_image_new_from_copied_data
(im->gc, im->im->cache_entry.w, im->im->cache_entry.h,
im->im->image.data,
eng_image_alpha_get(data, image),
eng_image_colorspace_get(data, image));
if (!im_new)
{
*image_data = NULL;
if (err) *err = EVAS_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED;
return NULL;
}
evas_gl_common_image_free(im);
im = im_new;
}
else
evas_gl_common_image_dirty(im, 0, 0, 0, 0);
}
*image_data = im->im->image.data;
break;
case EVAS_COLORSPACE_YCBCR422P601_PL:
case EVAS_COLORSPACE_YCBCR422P709_PL:
case EVAS_COLORSPACE_YCBCR422601_PL:
case EVAS_COLORSPACE_YCBCR420NV12601_PL:
case EVAS_COLORSPACE_YCBCR420TM12601_PL:
*image_data = im->cs.data;
break;
default:
abort();
break;
}
if (err) *err = error;
return im;
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}
static void *
eng_image_data_put(void *data, void *image, DATA32 *image_data)
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{
Render_Engine *re;
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Evas_GL_Image *im, *im2;
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re = (Render_Engine *)data;
if (!image) return NULL;
im = image;
if (im->native.data) return image;
eng_window_use(re->win);
if ((im->tex) && (im->tex->pt)
&& (im->tex->pt->dyn.data)
&& (im->cs.space == EVAS_COLORSPACE_ARGB8888))
{
int w, h;
if (im->tex->pt->dyn.data == image_data)
{
im->tex->pt->dyn.checked_out--;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if (im->tex->pt->dyn.checked_out == 0)
glsym_eglUnmapImageSEC(re->win->egl_disp, im->tex->pt->dyn.img);
#endif
return image;
}
w = im->im->cache_entry.w;
h = im->im->cache_entry.h;
im2 = eng_image_new_from_data(data, w, h, image_data,
eng_image_alpha_get(data, image),
eng_image_colorspace_get(data, image));
if (!im2) return im;
evas_gl_common_image_free(im);
im = im2;
evas_gl_common_image_dirty(im, 0, 0, 0, 0);
return im;
}
switch (im->cs.space)
{
case EVAS_COLORSPACE_ARGB8888:
if (image_data != im->im->image.data)
{
int w, h;
w = im->im->cache_entry.w;
h = im->im->cache_entry.h;
im2 = eng_image_new_from_data(data, w, h, image_data,
eng_image_alpha_get(data, image),
eng_image_colorspace_get(data, image));
if (!im2) return im;
evas_gl_common_image_free(im);
im = im2;
}
break;
case EVAS_COLORSPACE_YCBCR422P601_PL:
case EVAS_COLORSPACE_YCBCR422P709_PL:
case EVAS_COLORSPACE_YCBCR422601_PL:
case EVAS_COLORSPACE_YCBCR420NV12601_PL:
case EVAS_COLORSPACE_YCBCR420TM12601_PL:
if (image_data != im->cs.data)
{
if (im->cs.data)
{
if (!im->cs.no_free) free(im->cs.data);
}
im->cs.data = image_data;
}
evas_gl_common_image_dirty(im, 0, 0, 0, 0);
break;
default:
abort();
break;
}
return im;
2002-11-08 00:02:15 -08:00
}
static void
eng_image_data_preload_request(void *data __UNUSED__, void *image, const void *target)
{
Evas_GL_Image *gim = image;
RGBA_Image *im;
if (!gim) return;
if (gim->native.data) return;
im = (RGBA_Image *)gim->im;
if (!im) return;
evas_cache_image_preload_data(&im->cache_entry, target);
}
static void
eng_image_data_preload_cancel(void *data __UNUSED__, void *image, const void *target)
{
Evas_GL_Image *gim = image;
RGBA_Image *im;
if (!gim) return;
if (gim->native.data) return;
im = (RGBA_Image *)gim->im;
if (!im) return;
evas_cache_image_preload_cancel(&im->cache_entry, target);
}
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static void
eng_image_draw(void *data, void *context, void *surface, void *image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int dst_w, int dst_h, int smooth)
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{
Render_Engine *re;
2005-05-21 19:49:50 -07:00
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re = (Render_Engine *)data;
if (!image) return;
if ((gl_direct_img_obj) && (gl_direct_enabled))
{
DBG("Rendering Directly to the window");
evas_object_image_pixels_dirty_set(gl_direct_img_obj, EINA_TRUE);
}
else
{
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
evas_gl_common_image_draw(re->win->gl_context, image,
src_x, src_y, src_w, src_h,
dst_x, dst_y, dst_w, dst_h,
smooth);
}
2002-11-08 00:02:15 -08:00
}
static void
eng_image_scale_hint_set(void *data __UNUSED__, void *image, int hint)
{
if (image) evas_gl_common_image_scale_hint_set(image, hint);
}
static int
eng_image_scale_hint_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
if (!gim) return EVAS_IMAGE_SCALE_HINT_NONE;
return gim->scale_hint;
}
static void
eng_image_map_draw(void *data, void *context, void *surface, void *image, int npoints, RGBA_Map_Point *p, int smooth, int level)
{
Evas_GL_Image *gim = image;
Render_Engine *re;
re = (Render_Engine *)data;
if (!image) return;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
if (npoints != 4)
{
// FIXME: nash - you didn't fix this
abort();
}
if ((p[0].x == p[3].x) &&
(p[1].x == p[2].x) &&
(p[0].y == p[1].y) &&
(p[3].y == p[2].y) &&
(p[0].x <= p[1].x) &&
(p[0].y <= p[2].y) &&
(p[0].u == 0) &&
(p[0].v == 0) &&
(p[1].u == (gim->w << FP)) &&
(p[1].v == 0) &&
(p[2].u == (gim->w << FP)) &&
(p[2].v == (gim->h << FP)) &&
(p[3].u == 0) &&
(p[3].v == (gim->h << FP)) &&
(p[0].col == 0xffffffff) &&
(p[1].col == 0xffffffff) &&
(p[2].col == 0xffffffff) &&
(p[3].col == 0xffffffff))
{
int dx, dy, dw, dh;
dx = p[0].x >> FP;
dy = p[0].y >> FP;
dw = (p[2].x >> FP) - dx;
dh = (p[2].y >> FP) - dy;
eng_image_draw(data, context, surface, image,
0, 0, gim->w, gim->h, dx, dy, dw, dh, smooth);
}
else
{
evas_gl_common_image_map_draw(re->win->gl_context, image, npoints, p,
smooth, level);
}
}
static void *
eng_image_map_surface_new(void *data, int w, int h, int alpha)
{
Render_Engine *re;
re = (Render_Engine *)data;
return evas_gl_common_image_surface_new(re->win->gl_context, w, h, alpha);
}
static void
eng_image_map_surface_free(void *data __UNUSED__, void *surface)
{
evas_gl_common_image_free(surface);
}
static void
eng_image_content_hint_set(void *data __UNUSED__, void *image, int hint)
{
if (image) evas_gl_common_image_content_hint_set(image, hint);
}
static int
eng_image_content_hint_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
if (!gim) return EVAS_IMAGE_CONTENT_HINT_NONE;
return gim->content_hint;
}
static void
eng_image_cache_flush(void *data)
{
Render_Engine *re;
int tmp_size;
re = (Render_Engine *)data;
tmp_size = evas_common_image_get_cache();
evas_common_image_set_cache(0);
evas_common_rgba_image_scalecache_flush();
evas_gl_common_image_cache_flush(re->win->gl_context);
evas_common_image_set_cache(tmp_size);
}
static void
eng_image_cache_set(void *data, int bytes)
{
Render_Engine *re;
re = (Render_Engine *)data;
evas_common_image_set_cache(bytes);
evas_common_rgba_image_scalecache_size_set(bytes);
evas_gl_common_image_cache_flush(re->win->gl_context);
}
static int
eng_image_cache_get(void *data __UNUSED__)
{
return evas_common_image_get_cache();
}
static void
eng_image_stride_get(void *data __UNUSED__, void *image, int *stride)
{
Evas_GL_Image *im = image;
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if ((im->tex) && (im->tex->pt->dyn.img))
*stride = im->tex->pt->dyn.stride;
else
*stride = im->w * 4;
}
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static void
eng_font_draw(void *data, void *context, void *surface, Evas_Font_Set *font, int x, int y, int w __UNUSED__, int h __UNUSED__, int ow __UNUSED__, int oh __UNUSED__, const Evas_Text_Props *intl_props)
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{
Render_Engine *re;
re = (Render_Engine *)data;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
{
// FIXME: put im into context so we can free it
static RGBA_Image *im = NULL;
if (!im)
im = (RGBA_Image *)evas_cache_image_empty(evas_common_image_cache_get());
im->cache_entry.w = re->win->w;
im->cache_entry.h = re->win->h;
evas_common_draw_context_font_ext_set(context,
re->win->gl_context,
evas_gl_font_texture_new,
evas_gl_font_texture_free,
evas_gl_font_texture_draw);
evas_common_font_draw(im, context, (RGBA_Font *) font, x, y,
intl_props);
evas_common_draw_context_font_ext_set(context,
NULL,
NULL,
NULL,
NULL);
}
2002-11-08 00:02:15 -08:00
}
static Eina_Bool
eng_canvas_alpha_get(void *data, void *info __UNUSED__)
{
Render_Engine *re = (Render_Engine *)data;
return re->win->alpha;
}
static int
_set_internal_config(Render_Engine_GL_Surface *sfc, Evas_GL_Config *cfg)
{
// Also initialize pixel format here as well...
switch((int)cfg->color_format)
{
case EVAS_GL_RGB_888:
sfc->rt_fmt = GL_RGB;
sfc->rt_internal_fmt = GL_RGB;
break;
case EVAS_GL_RGBA_8888:
sfc->rt_fmt = GL_RGBA;
sfc->rt_internal_fmt = GL_RGBA;
break;
default:
ERR("Invalid Color Format!");
return 0;
}
switch(cfg->depth_bits)
{
case EVAS_GL_DEPTH_NONE:
break;
case EVAS_GL_DEPTH_BIT_8:
case EVAS_GL_DEPTH_BIT_16:
case EVAS_GL_DEPTH_BIT_24:
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// 24 bit doesn't work... just cover it with 16 for now..
sfc->rb_depth_fmt = GL_DEPTH_COMPONENT16;
#else
sfc->rb_depth_fmt = GL_DEPTH_COMPONENT;
#endif
break;
case EVAS_GL_DEPTH_BIT_32:
default:
ERR("Unsupported Depth Bits Format!");
return 0;
}
switch(cfg->stencil_bits)
{
case EVAS_GL_STENCIL_NONE:
break;
case EVAS_GL_STENCIL_BIT_1:
case EVAS_GL_STENCIL_BIT_2:
case EVAS_GL_STENCIL_BIT_4:
case EVAS_GL_STENCIL_BIT_8:
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
sfc->rb_stencil_fmt = GL_STENCIL_INDEX8;
#else
sfc->rb_stencil_fmt = GL_STENCIL_INDEX;
#endif
break;
case EVAS_GL_STENCIL_BIT_16:
default:
ERR("Unsupported Stencil Bits Format!");
return 0;
}
if (cfg->options_bits)
{
if (cfg->options_bits & EVAS_GL_OPTIONS_DIRECT)
sfc->direct_fb_opt = 1;
// Add other options here...
}
return 1;
}
static int
_create_rt_buffers(Render_Engine *data __UNUSED__,
Render_Engine_GL_Surface *sfc)
{
// Render Target texture
glGenTextures(1, &sfc->rt_tex );
// Depth RenderBuffer - Create storage here...
if (sfc->depth_bits != EVAS_GL_DEPTH_NONE)
glGenRenderbuffers(1, &sfc->rb_depth);
// Stencil RenderBuffer - Create Storage here...
if (sfc->stencil_bits != EVAS_GL_STENCIL_NONE)
glGenRenderbuffers(1, &sfc->rb_stencil);
return 1;
}
static int
_attach_fbo_surface(Render_Engine *data __UNUSED__,
Render_Engine_GL_Surface *sfc,
Render_Engine_GL_Context *ctx)
{
int fb_status;
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
// Initialize Texture
glBindTexture(GL_TEXTURE_2D, sfc->rt_tex );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sfc->w, sfc->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
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
// Attach texture to FBO
glBindFramebuffer(GL_FRAMEBUFFER, ctx->context_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, sfc->rt_tex, 0);
// Depth RenderBuffer - Attach it to FBO
if (sfc->depth_bits != EVAS_GL_DEPTH_NONE)
{
glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_depth);
glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_depth_fmt,
sfc->w, sfc->h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, sfc->rb_depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
// Stencil RenderBuffer - Attach it to FBO
if (sfc->stencil_bits != EVAS_GL_STENCIL_NONE)
{
glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_stencil_fmt,
sfc->w, sfc->h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, sfc->rb_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
// Check FBO for completeness
fb_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fb_status != GL_FRAMEBUFFER_COMPLETE)
{
ERR("FBO not complete!");
return 0;
}
return 1;
}
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
static void *
eng_gl_surface_create(void *data, void *config, int w, int h)
{
Render_Engine *re;
Render_Engine_GL_Surface *sfc;
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
Render_Engine_GL_Resource *rsc;
Evas_GL_Config *cfg;
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
int ret;
sfc = calloc(1, sizeof(Render_Engine_GL_Surface));
if (!sfc) return NULL;
re = (Render_Engine *)data;
cfg = (Evas_GL_Config *)config;
sfc->initialized = 0;
sfc->fbo_attached = 0;
sfc->w = w;
sfc->h = h;
sfc->depth_bits = cfg->depth_bits;
sfc->stencil_bits = cfg->stencil_bits;
sfc->rt_tex = 0;
sfc->rb_depth = 0;
sfc->rb_stencil = 0;
/* Allow alpha for evas gl direct rendering */
// FIXME!!!: A little out of place for for now...
if (!gl_direct_override)
if (getenv("EVAS_GL_DIRECT_OVERRIDE")) gl_direct_override = 1;
// Set the internal format based on the config
if (!_set_internal_config(sfc, cfg))
{
ERR("Unsupported Format!");
free(sfc);
return NULL;
}
if (sfc->direct_fb_opt)
{
DBG("Enabling Direct rendering to the Evas' window.");
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
sfc->direct_sfc = re->win->egl_surface[0];
#else
sfc->direct_sfc = re->win->win;
#endif
}
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
// Create internal resource context if it hasn't been created already
if ((rsc = eina_tls_get(resource_key)) == NULL)
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
{
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
if ((rsc = _create_internal_glue_resources(re)) == NULL)
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
{
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
ERR("Error creating internal resources.");
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
free(sfc);
return NULL;
}
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
}
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
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
// I'm using evas's original context to create the render target texture
// This is to prevent awkwardness in using native_surface_get() function
// If the rt texture creation is deferred till the context is created and
// make_current called, the user can't call native_surface_get() right
// after the surface is created. hence this is done here using evas' context.
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
ret = eglMakeCurrent(re->win->egl_disp, rsc->surface, rsc->surface, rsc->context);
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
#else
ret = glXMakeCurrent(re->info->info.display, re->win->win, rsc->context);
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
#endif
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
free(sfc);
return NULL;
}
// Create Render texture
if (!_create_rt_buffers(re, sfc))
{
ERR("_create_rt_buffers() failed.");
free(sfc);
return NULL;
}
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
ret = eglMakeCurrent(re->win->egl_disp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
#else
ret = glXMakeCurrent(re->info->info.display, None, NULL);
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
#endif
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
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
free(sfc);
return NULL;
From: "Sung W. Park" <sungwoo@gmail.com> Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface texture creation patch I'm attaching a patch that addresses the awkward usage case. It's something that didn't bother me initially but the more I look at it, i think it's a little off. :-) The initial version of the evas_gl that I've submitted had the following use case. evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); // Make current triggers surface texture and FBO to be created evas_gl_make_current(evasgl, sfc, ctx); // Then you can do a surface_get to retrieve the proper texture and set it evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The unnatural thing about this use case is that you have to call the make_current one time in order for evas_gl to generate a surface texture. This is because you need a context to create a texture. Unfortunately, this makes the usage case really awkward. So, instead, I've decided to get rid of the need for calling the make_current by generating a surface texture when evas_gl_surface_create() is called by using the evas' gl context. This works because the newly created context shares resources with evas. in fact, this is what i'm currently doing with surface deletion anyway so I thought this solution was reasonable. Here's how it looks after you get rid of the make_current: evasgl = evas_gl_new(e); sfc = evas_gl_surface_create(...); ctx = evas_gl_context_create(...); evas_gl_native_surface_get(evasgl, sfc, &ns); evas_object_image_native_surface_set(img_obj, &ns); The patch is pretty small and straightforward. SVN revision: 58892
2011-04-25 01:41:36 -07:00
}
return sfc;
}
static int
eng_gl_surface_destroy(void *data, void *surface)
{
Render_Engine *re;
Render_Engine_GL_Surface *sfc;
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
Render_Engine_GL_Resource *rsc;
int ret;
re = (Render_Engine *)data;
sfc = (Render_Engine_GL_Surface*)surface;
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
if (!sfc) return 0;
if ((rsc = eina_tls_get(resource_key)) == EINA_FALSE) return 0;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
ret = eglMakeCurrent(re->win->egl_disp, rsc->surface, rsc->surface, rsc->context);
#else
ret = glXMakeCurrent(re->info->info.display, re->win->win, rsc->context);
#endif
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
// Reset the Framebuffer binding point
if ((current_evgl_ctx) && (current_evgl_ctx->current_fbo == current_evgl_ctx->context_fbo))
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
current_evgl_ctx->current_fbo = 0;
current_evgl_ctx->current_sfc = NULL;
}
// Clear direct rendering flag
gl_direct_enabled = 0;
// Delete FBO/RBO and Texture here
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
if (sfc->rt_tex)
glDeleteTextures(1, &sfc->rt_tex);
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
if (sfc->rb_depth)
glDeleteRenderbuffers(1, &sfc->rb_depth);
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
if (sfc->rb_stencil)
glDeleteRenderbuffers(1, &sfc->rb_stencil);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
ret = eglMakeCurrent(re->win->egl_disp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
#else
ret = glXMakeCurrent(re->info->info.display, None, NULL);
#endif
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
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
free(sfc);
return 0;
}
free(sfc);
surface = NULL;
return 1;
}
static void *
eng_gl_context_create(void *data, void *share_context)
{
Render_Engine *re;
Render_Engine_GL_Context *ctx;
Render_Engine_GL_Context *share_ctx;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
int context_attrs[3];
#endif
ctx = calloc(1, sizeof(Render_Engine_GL_Context));
if (!ctx) return NULL;
re = (Render_Engine *)data;
share_ctx = (Render_Engine_GL_Context *)share_context;
// Set the share context to Evas' GL context if share_context is NULL.
// Otherwise set it to the given share_context.
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL
context_attrs[0] = EGL_CONTEXT_CLIENT_VERSION;
context_attrs[1] = 2;
context_attrs[2] = EGL_NONE;
if (share_ctx)
{
ctx->context = eglCreateContext(re->win->egl_disp,
re->win->egl_config,
share_ctx->context, // Share Context
context_attrs);
}
else
{
ctx->context = eglCreateContext(re->win->egl_disp,
re->win->egl_config,
re->win->egl_context[0], // Evas' GL Context
context_attrs);
}
if (!ctx->context)
{
ERR("eglCreateContext() fail. code=%#x", eglGetError());
return NULL;
}
#else
// GLX
if (share_context)
{
ctx->context = glXCreateContext(re->info->info.display,
re->win->visualinfo,
share_ctx->context, // Share Context
1);
}
else
{
ctx->context = glXCreateContext(re->info->info.display,
re->win->visualinfo,
re->win->context, // Evas' GL Context
1);
}
if (!ctx->context)
{
ERR("glXCreateContext() fail.");
return NULL;
}
#endif
ctx->initialized = 0;
ctx->context_fbo = 0;
ctx->current_sfc = NULL;
return ctx;
}
static int
eng_gl_context_destroy(void *data, void *context)
{
Render_Engine *re;
Render_Engine_GL_Context *ctx;
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
Render_Engine_GL_Resource *rsc;
int ret;
re = (Render_Engine *)data;
ctx = (Render_Engine_GL_Context*)context;
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
if (!ctx) return 0;
if ((rsc = eina_tls_get(resource_key)) == EINA_FALSE) return 0;
// Do a make current with the given context
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
ret = eglMakeCurrent(re->win->egl_disp, rsc->surface,
rsc->surface, ctx->context);
#else
ret = glXMakeCurrent(re->info->info.display, re->win->win,
ctx->context);
#endif
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
// Delete the FBO
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
if (ctx->context_fbo)
glDeleteFramebuffers(1, &ctx->context_fbo);
// Destroy the Context
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
eglDestroyContext(re->win->egl_disp, ctx->context);
ctx->context = EGL_NO_CONTEXT;
ret = eglMakeCurrent(re->win->egl_disp, EGL_NO_SURFACE,
EGL_NO_SURFACE, EGL_NO_CONTEXT);
#else
glXDestroyContext(re->info->info.display, ctx->context);
ctx->context = 0;
ret = glXMakeCurrent(re->info->info.display, None, NULL);
#endif
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
free(ctx);
context = NULL;
return 1;
}
static int
2011-10-25 05:07:56 -07:00
eng_gl_make_current(void *data __UNUSED__, void *surface, void *context)
{
Render_Engine *re;
Render_Engine_GL_Surface *sfc;
Render_Engine_GL_Context *ctx;
int ret = 0;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
Render_Engine_GL_Resource *rsc;
#endif
re = (Render_Engine *)data;
sfc = (Render_Engine_GL_Surface*)surface;
ctx = (Render_Engine_GL_Context*)context;
// Check if direct rendering is possible:
// It's possible when direct_fb_opt is on and either current image
// object is valid or gl_direct_override is on. Override allows
// rendering outside of pixel getter but it doesn't guarantee
// correct rendering.
if ((sfc->direct_fb_opt) && (gl_direct_img_obj || gl_direct_override))
gl_direct_enabled = 1;
else
gl_direct_enabled = 0;
// Unset surface/context
if ((!sfc) || (!ctx))
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
ret = eglMakeCurrent(re->win->egl_disp, EGL_NO_SURFACE,
EGL_NO_SURFACE, EGL_NO_CONTEXT);
#else
ret = glXMakeCurrent(re->info->info.display, None, NULL);
#endif
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
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
if (ctx) ctx->current_sfc = NULL;
if (sfc) sfc->current_ctx = NULL;
current_evgl_ctx = NULL;
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
return 1;
}
if (gl_direct_enabled)
{
// Do a make current only if it's not already current
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if ((eglGetCurrentContext() != ctx->context) ||
(eglGetCurrentSurface(EGL_READ) != sfc->direct_sfc) ||
(eglGetCurrentSurface(EGL_DRAW) != sfc->direct_sfc) )
{
int curr_fbo = 0;
DBG("Rendering Directly to the window\n");
// Flush remainder of what's in Evas' pipeline
if (re->win) eng_window_use(NULL);
// Do a make current
ret = eglMakeCurrent(re->win->egl_disp, sfc->direct_sfc,
sfc->direct_sfc, ctx->context);
if (!ret)
{
ERR("xxxMakeCurrent() failed! code=%#x", eglGetError());
//ERR("xxxMakeCurrent() failed!");
return 0;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &curr_fbo);
if (ctx->context_fbo == curr_fbo)
{
ctx->current_fbo = 0;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
#else
if ((glXGetCurrentContext() != ctx->context))
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
{
// Flush remainder of what's in Evas' pipeline
if (re->win) eng_window_use(NULL);
// Do a make current
ret = glXMakeCurrent(re->info->info.display, sfc->direct_sfc, ctx->context);
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
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
}
#endif
}
else
{
// Do a make current only if it's not already current
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if ((rsc = eina_tls_get(resource_key)) == EINA_FALSE) return 0;
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
if ((eglGetCurrentContext() != ctx->context) ||
(eglGetCurrentSurface(EGL_READ) != rsc->surface) ||
(eglGetCurrentSurface(EGL_DRAW) != rsc->surface) )
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
{
// Flush remainder of what's in Evas' pipeline
if (re->win) eng_window_use(NULL);
// Do a make current
ret = eglMakeCurrent(re->win->egl_disp, rsc->surface,
rsc->surface, ctx->context);
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
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
}
#else
if ((glXGetCurrentContext() != ctx->context) ||
(glXGetCurrentDrawable() != re->win->win) )
{
// Flush remainder of what's in Evas' pipeline
if (re->win) eng_window_use(NULL);
// Do a make current
ret = glXMakeCurrent(re->info->info.display, re->win->win, ctx->context);
if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
}
#endif
// Create FBO if not already created
if (!ctx->initialized)
{
glGenFramebuffers(1, &ctx->context_fbo);
ctx->initialized = 1;
}
// Attach FBO if it hasn't been attached or if surface changed
if ((!sfc->fbo_attached) || (ctx->current_sfc != sfc))
{
if (!_attach_fbo_surface(re, sfc, ctx))
{
ERR("_attach_fbo_surface() failed.");
return 0;
}
if (ctx->current_fbo)
// Bind to the previously bound buffer
glBindFramebuffer(GL_FRAMEBUFFER, ctx->current_fbo);
else
// Bind FBO
glBindFramebuffer(GL_FRAMEBUFFER, ctx->context_fbo);
sfc->fbo_attached = 1;
}
}
// Set the current surface/context
ctx->current_sfc = sfc;
sfc->current_ctx = ctx;
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
current_evgl_ctx = ctx;
return 1;
}
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
static void *
2011-10-25 05:07:56 -07:00
eng_gl_string_query(void *data __UNUSED__, int name)
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
{
switch(name)
{
case EVAS_GL_EXTENSIONS:
return (void*)_evasgl_ext_string;
default:
return NULL;
};
}
static void *
eng_gl_proc_address_get(void *data __UNUSED__, const char *name)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if (glsym_eglGetProcAddress) return glsym_eglGetProcAddress(name);
return dlsym(RTLD_DEFAULT, name);
#else
if (glsym_glXGetProcAddress) return glsym_glXGetProcAddress(name);
return dlsym(RTLD_DEFAULT, name);
#endif
}
static int
eng_gl_native_surface_get(void *data, void *surface, void *native_surface)
{
Render_Engine *re;
Render_Engine_GL_Surface *sfc;
Evas_Native_Surface *ns;
re = (Render_Engine *)data;
sfc = (Render_Engine_GL_Surface*)surface;
ns = (Evas_Native_Surface*)native_surface;
if (sfc->direct_fb_opt)
{
ns->type = EVAS_NATIVE_SURFACE_OPENGL;
ns->version = EVAS_NATIVE_SURFACE_VERSION;
ns->data.opengl.texture_id = sfc->rt_tex;
ns->data.opengl.framebuffer_id = 0;
ns->data.opengl.x = 0;
ns->data.opengl.y = 0;
ns->data.opengl.w = sfc->w;
ns->data.opengl.h = sfc->h;
}
else
{
ns->type = EVAS_NATIVE_SURFACE_OPENGL;
ns->version = EVAS_NATIVE_SURFACE_VERSION;
ns->data.opengl.texture_id = sfc->rt_tex;
ns->data.opengl.framebuffer_id = sfc->rt_tex;
ns->data.opengl.x = 0;
ns->data.opengl.y = 0;
ns->data.opengl.w = sfc->w;
ns->data.opengl.h = sfc->h;
}
return 1;
}
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
static const GLubyte *
evgl_glGetString(GLenum name)
{
if (name == GL_EXTENSIONS)
return (GLubyte *)_gl_ext_string; //glGetString(GL_EXTENSIONS);
else
return glGetString(name);
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
}
static void
evgl_glBindFramebuffer(GLenum target, GLuint framebuffer)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
// Take care of BindFramebuffer 0 issue
if (framebuffer==0)
{
if (gl_direct_enabled)
glBindFramebuffer(target, 0);
else if (ctx)
{
glBindFramebuffer(target, ctx->context_fbo);
ctx->current_fbo = 0;
}
}
else
{
glBindFramebuffer(target, framebuffer);
// Save this for restore when doing make current
if (ctx)
ctx->current_fbo = framebuffer;
}
}
static void
evgl_glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
// Add logic to take care when renderbuffer=0
// On a second thought we don't need this
glBindRenderbuffer(target, renderbuffer);
}
// Transform from Evas Coordinat to GL Coordinate
// returns: oc[4] original image object dimension in gl coord
// returns: nc[4] tranformed (x, y, width, heigth) in gl coord
static void
compute_gl_coordinates(Evas_Object *obj, int rot, int clip,
int x, int y, int width, int height,
int imgc[4], int objc[4])
{
int nx1, ny1, nx2, ny2;
int ox1, oy1, ox2, oy2;
if (rot == 0)
{
// oringinal image object coordinate in gl coordinate
imgc[0] = obj->cur.geometry.x;
imgc[1] = obj->layer->evas->output.h - obj->cur.geometry.y - obj->cur.geometry.h;
imgc[2] = imgc[0] + obj->cur.geometry.w;
imgc[3] = imgc[1] + obj->cur.geometry.h;
// transformed (x,y,width,height) in gl coordinate
objc[0] = imgc[0] + x;
objc[1] = imgc[1] + y;
objc[2] = objc[0] + width;
objc[3] = objc[1] + height;
}
else if (rot == 180)
{
// oringinal image object coordinate in gl coordinate
imgc[0] = obj->layer->evas->output.w - obj->cur.geometry.x - obj->cur.geometry.w;
imgc[1] = obj->cur.geometry.y;
imgc[2] = imgc[0] + obj->cur.geometry.w;
imgc[3] = imgc[1] + obj->cur.geometry.h;
// transformed (x,y,width,height) in gl coordinate
objc[0] = imgc[0] + obj->cur.geometry.w - x - width;
objc[1] = imgc[1] + obj->cur.geometry.h - y - height;
objc[2] = objc[0] + width;
objc[3] = objc[1] + height;
}
else if (rot == 90)
{
// oringinal image object coordinate in gl coordinate
imgc[0] = obj->cur.geometry.y;
imgc[1] = obj->cur.geometry.x;
imgc[2] = imgc[0] + obj->cur.geometry.h;
imgc[3] = imgc[1] + obj->cur.geometry.w;
// transformed (x,y,width,height) in gl coordinate
objc[0] = imgc[0] + obj->cur.geometry.h - y - height;
objc[1] = imgc[1] + x;
objc[2] = objc[0] + height;
objc[3] = objc[1] + width;
}
else if (rot == 270)
{
// oringinal image object coordinate in gl coordinate
imgc[0] = obj->layer->evas->output.h - obj->cur.geometry.y - obj->cur.geometry.h;
imgc[1] = obj->layer->evas->output.w - obj->cur.geometry.x - obj->cur.geometry.w;
imgc[2] = imgc[0] + obj->cur.geometry.h;
imgc[3] = imgc[1] + obj->cur.geometry.w;
// transformed (x,y,width,height) in gl coordinate
objc[0] = imgc[0] + y;
objc[1] = imgc[1] + obj->cur.geometry.w - x - width;
objc[2] = objc[0] + height;
objc[3] = objc[1] + width;
}
else
{
ERR("Invalid rotation angle %d.", rot);
return;
}
if (clip)
{
// Clip against original image object
if (objc[0] < imgc[0]) objc[0] = imgc[0];
if (objc[0] > imgc[2]) objc[0] = 0;
if (objc[1] < imgc[1]) objc[1] = imgc[1];
if (objc[1] > imgc[3]) objc[1] = 0;
if (objc[2] < imgc[0]) objc[0] = 0;
if (objc[2] > imgc[2]) objc[2] = imgc[2];
if (objc[3] < imgc[1]) objc[1] = 0;
if (objc[3] > imgc[3]) objc[3] = imgc[3];
}
imgc[2] = imgc[2]-imgc[0]; // width
imgc[3] = imgc[3]-imgc[1]; // height
objc[2] = objc[2]-objc[0]; // width
objc[3] = objc[3]-objc[1]; // height
}
static void
evgl_glClear(GLbitfield mask)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
int rot = 0;
int oc[4], nc[4];
if ((gl_direct_img_obj) && (gl_direct_enabled) && (ctx) && (!ctx->current_fbo))
{
if ((current_engine) && (current_engine->win) && (current_engine->win->gl_context))
rot = current_engine->win->gl_context->rot;
else
ERR("Unable to retrieve rotation angle: %d", rot);
compute_gl_coordinates(gl_direct_img_obj, rot, 0, 0, 0, 0, 0, oc, nc);
glScissor(oc[0], oc[1], oc[2], oc[3]);
glClear(mask);
}
else
glClear(mask);
}
static void
evgl_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
current_engine->df_clear_color[0] = red;
current_engine->df_clear_color[1] = green;
current_engine->df_clear_color[2] = blue;
current_engine->df_clear_color[3] = alpha;
glClearColor(red, green, blue, alpha);
}
static void
evgl_glEnable(GLenum cap)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
if (cap == GL_SCISSOR_TEST)
if (ctx) ctx->scissor_enabled = 1;
glEnable(cap);
}
static void
evgl_glDisable(GLenum cap)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
if (cap == GL_SCISSOR_TEST)
if (ctx) ctx->scissor_enabled = 0;
glDisable(cap);
}
static void
evgl_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
int rot = 0;
int oc[4], nc[4];
if ((gl_direct_img_obj) && (gl_direct_enabled) && (ctx) && (!ctx->current_fbo))
{
if ((current_engine) && (current_engine->win) && (current_engine->win->gl_context))
rot = current_engine->win->gl_context->rot;
else
ERR("Unable to retrieve rotation angle: %d", rot);
compute_gl_coordinates(gl_direct_img_obj, rot, 1, x, y, width, height, oc, nc);
glReadPixels(nc[0], nc[1], nc[2], nc[3], format, type, pixels);
}
else
glReadPixels(x, y, width, height, format, type, pixels);
}
static void
evgl_glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
int rot = 0;
int oc[4], nc[4];
if ((gl_direct_img_obj) && (gl_direct_enabled) && (ctx) && (!ctx->current_fbo))
{
if ((current_engine) && (current_engine->win) && (current_engine->win->gl_context))
rot = current_engine->win->gl_context->rot;
else
ERR("Unable to retrieve rotation angle: %d", rot);
compute_gl_coordinates(gl_direct_img_obj, rot, 1, x, y, width, height, oc, nc);
glScissor(nc[0], nc[1], nc[2], nc[3]);
ctx->scissor_upated = 1;
}
else
glScissor(x, y, width, height);
}
static void
evgl_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
int rot = 0;
int oc[4], nc[4];
if ((gl_direct_img_obj) && (gl_direct_enabled) && (ctx) && (!ctx->current_fbo))
{
if ((current_engine) && (current_engine->win) && (current_engine->win->gl_context))
rot = current_engine->win->gl_context->rot;
else
ERR("Unable to retrieve rotation angle: %d", rot);
compute_gl_coordinates(gl_direct_img_obj, rot, 0, x, y, width, height, oc, nc);
glEnable(GL_SCISSOR_TEST);
glScissor(oc[0], oc[1], oc[2], oc[3]);
glViewport(nc[0], nc[1], nc[2], nc[3]);
}
else
glViewport(x, y, width, height);
}
//----------------------------------------------//
static void
evgl_glClearDepthf(GLclampf depth)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glClearDepthf(depth);
#else
glClearDepth(depth);
#endif
}
static void
evgl_glDepthRangef(GLclampf zNear, GLclampf zFar)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glDepthRangef(zNear, zFar);
#else
glDepthRange(zNear, zFar);
#endif
}
static void
evgl_glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
#else
if (range)
{
range[0] = -126; // floor(log2(FLT_MIN))
range[1] = 127; // floor(log2(FLT_MAX))
}
if (precision)
{
precision[0] = 24; // floor(-log2((1.0/16777218.0)));
}
return;
shadertype = precisiontype = 0;
#endif
}
static void
evgl_glReleaseShaderCompiler(void)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glReleaseShaderCompiler();
#else
#endif
}
static void
evgl_glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glShaderBinary(n, shaders, binaryformat, binary, length);
#else
// FIXME: need to dlsym/getprocaddress for this
return;
n = binaryformat = length = 0;
shaders = binary = 0;
#endif
}
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
//--------------------------------//
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL Extensions
static void *
evgl_evasglCreateImage(int target, void* buffer, int *attrib_list)
{
if (current_engine)
{
return glsym_eglCreateImage(current_engine->win->egl_disp,
EGL_NO_CONTEXT,
target,
buffer,
attrib_list);
}
else
{
ERR("Invalid Engine... (Can't acccess EGL Display)\n");
return NULL;
}
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
}
static void
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
evgl_evasglDestroyImage(EvasGLImage image)
{
if (current_engine)
glsym_eglDestroyImage(current_engine->win->egl_disp, 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
else
ERR("Invalid Engine... (Can't acccess EGL Display)\n");
}
static void
evgl_glEvasGLImageTargetTexture2DOES(GLenum target, EvasGLImage image)
{
glsym_glEGLImageTargetTexture2DOES(target, image);
}
static void
evgl_glEvasGLImageTargetRenderbufferStorageOES(GLenum target, EvasGLImage image)
{
glsym_glEGLImageTargetTexture2DOES(target, image);
}
#else
#endif
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
//--------------------------------//
static void *
eng_gl_api_get(void *data)
{
Render_Engine *re;
re = (Render_Engine *)data;
gl_funcs.version = EVAS_GL_API_VERSION;
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
#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, )
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
// GLES 2.0
ORD(glActiveTexture);
ORD(glAttachShader);
ORD(glBindAttribLocation);
ORD(glBindBuffer);
ORD(glBindTexture);
ORD(glBlendColor);
ORD(glBlendEquation);
ORD(glBlendEquationSeparate);
ORD(glBlendFunc);
ORD(glBlendFuncSeparate);
ORD(glBufferData);
ORD(glBufferSubData);
ORD(glCheckFramebufferStatus);
// ORD(glClear);
// ORD(glClearColor);
// ORD(glClearDepthf);
ORD(glClearStencil);
ORD(glColorMask);
ORD(glCompileShader);
ORD(glCompressedTexImage2D);
ORD(glCompressedTexSubImage2D);
ORD(glCopyTexImage2D);
ORD(glCopyTexSubImage2D);
ORD(glCreateProgram);
ORD(glCreateShader);
ORD(glCullFace);
ORD(glDeleteBuffers);
ORD(glDeleteFramebuffers);
ORD(glDeleteProgram);
ORD(glDeleteRenderbuffers);
ORD(glDeleteShader);
ORD(glDeleteTextures);
ORD(glDepthFunc);
ORD(glDepthMask);
// ORD(glDepthRangef);
ORD(glDetachShader);
// ORD(glDisable);
ORD(glDisableVertexAttribArray);
ORD(glDrawArrays);
ORD(glDrawElements);
// ORD(glEnable);
ORD(glEnableVertexAttribArray);
ORD(glFinish);
ORD(glFlush);
ORD(glFramebufferRenderbuffer);
ORD(glFramebufferTexture2D);
ORD(glFrontFace);
ORD(glGenBuffers);
ORD(glGenerateMipmap);
ORD(glGenFramebuffers);
ORD(glGenRenderbuffers);
ORD(glGenTextures);
ORD(glGetActiveAttrib);
ORD(glGetActiveUniform);
ORD(glGetAttachedShaders);
ORD(glGetAttribLocation);
ORD(glGetBooleanv);
ORD(glGetBufferParameteriv);
ORD(glGetError);
ORD(glGetFloatv);
ORD(glGetFramebufferAttachmentParameteriv);
ORD(glGetIntegerv);
ORD(glGetProgramiv);
ORD(glGetProgramInfoLog);
ORD(glGetRenderbufferParameteriv);
ORD(glGetShaderiv);
ORD(glGetShaderInfoLog);
// ORD(glGetShaderPrecisionFormat);
ORD(glGetShaderSource);
// ORD(glGetString);
ORD(glGetTexParameterfv);
ORD(glGetTexParameteriv);
ORD(glGetUniformfv);
ORD(glGetUniformiv);
ORD(glGetUniformLocation);
ORD(glGetVertexAttribfv);
ORD(glGetVertexAttribiv);
ORD(glGetVertexAttribPointerv);
ORD(glHint);
ORD(glIsBuffer);
ORD(glIsEnabled);
ORD(glIsFramebuffer);
ORD(glIsProgram);
ORD(glIsRenderbuffer);
ORD(glIsShader);
ORD(glIsTexture);
ORD(glLineWidth);
ORD(glLinkProgram);
ORD(glPixelStorei);
ORD(glPolygonOffset);
ORD(glReadPixels);
// ORD(glReleaseShaderCompiler);
ORD(glRenderbufferStorage);
ORD(glSampleCoverage);
// ORD(glScissor);
// ORD(glShaderBinary);
ORD(glShaderSource);
ORD(glStencilFunc);
ORD(glStencilFuncSeparate);
ORD(glStencilMask);
ORD(glStencilMaskSeparate);
ORD(glStencilOp);
ORD(glStencilOpSeparate);
ORD(glTexImage2D);
ORD(glTexParameterf);
ORD(glTexParameterfv);
ORD(glTexParameteri);
ORD(glTexParameteriv);
ORD(glTexSubImage2D);
ORD(glUniform1f);
ORD(glUniform1fv);
ORD(glUniform1i);
ORD(glUniform1iv);
ORD(glUniform2f);
ORD(glUniform2fv);
ORD(glUniform2i);
ORD(glUniform2iv);
ORD(glUniform3f);
ORD(glUniform3fv);
ORD(glUniform3i);
ORD(glUniform3iv);
ORD(glUniform4f);
ORD(glUniform4fv);
ORD(glUniform4i);
ORD(glUniform4iv);
ORD(glUniformMatrix2fv);
ORD(glUniformMatrix3fv);
ORD(glUniformMatrix4fv);
ORD(glUseProgram);
ORD(glValidateProgram);
ORD(glVertexAttrib1f);
ORD(glVertexAttrib1fv);
ORD(glVertexAttrib2f);
ORD(glVertexAttrib2fv);
ORD(glVertexAttrib3f);
ORD(glVertexAttrib3fv);
ORD(glVertexAttrib4f);
ORD(glVertexAttrib4fv);
ORD(glVertexAttribPointer);
// ORD(glViewport);
#undef ORD
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
#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, glsym_)
// Extensions
ORD(glGetProgramBinaryOES);
ORD(glProgramBinaryOES);
ORD(glMapBufferOES);
ORD(glUnmapBufferOES);
ORD(glGetBufferPointervOES);
ORD(glTexImage3DOES);
ORD(glTexSubImage3DOES);
ORD(glCopyTexSubImage3DOES);
ORD(glCompressedTexImage3DOES);
ORD(glCompressedTexSubImage3DOES);
ORD(glFramebufferTexture3DOES);
ORD(glGetPerfMonitorGroupsAMD);
ORD(glGetPerfMonitorCountersAMD);
ORD(glGetPerfMonitorGroupStringAMD);
ORD(glGetPerfMonitorCounterStringAMD);
ORD(glGetPerfMonitorCounterInfoAMD);
ORD(glGenPerfMonitorsAMD);
ORD(glDeletePerfMonitorsAMD);
ORD(glSelectPerfMonitorCountersAMD);
ORD(glBeginPerfMonitorAMD);
ORD(glEndPerfMonitorAMD);
ORD(glGetPerfMonitorCounterDataAMD);
ORD(glDiscardFramebufferEXT);
ORD(glMultiDrawArraysEXT);
ORD(glMultiDrawElementsEXT);
ORD(glDeleteFencesNV);
ORD(glGenFencesNV);
ORD(glIsFenceNV);
ORD(glTestFenceNV);
ORD(glGetFenceivNV);
ORD(glFinishFenceNV);
ORD(glSetFenceNV);
ORD(glGetDriverControlsQCOM);
ORD(glGetDriverControlStringQCOM);
ORD(glEnableDriverControlQCOM);
ORD(glDisableDriverControlQCOM);
ORD(glExtGetTexturesQCOM);
ORD(glExtGetBuffersQCOM);
ORD(glExtGetRenderbuffersQCOM);
ORD(glExtGetFramebuffersQCOM);
ORD(glExtGetTexLevelParameterivQCOM);
ORD(glExtTexObjectStateOverrideiQCOM);
ORD(glExtGetTexSubImageQCOM);
ORD(glExtGetBufferPointervQCOM);
ORD(glExtGetShadersQCOM);
ORD(glExtGetProgramsQCOM);
ORD(glExtIsProgramBinaryQCOM);
ORD(glExtGetProgramBinarySourceQCOM);
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
#undef ORD
// Override functions wrapped by Evas_GL
#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, evgl_)
ORD(glBindFramebuffer);
ORD(glBindRenderbuffer);
ORD(glClear);
ORD(glClearColor);
ORD(glEnable);
ORD(glDisable);
ORD(glReadPixels);
ORD(glScissor);
ORD(glViewport);
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
// GLES2.0 API compat on top of desktop gl
ORD(glClearDepthf);
ORD(glDepthRangef);
ORD(glGetShaderPrecisionFormat);
ORD(glReleaseShaderCompiler);
ORD(glShaderBinary);
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
ORD(glGetString);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// GLES 2.0 Extensions that needs wrapping
ORD(evasglCreateImage);
ORD(evasglDestroyImage);
ORD(glEvasGLImageTargetTexture2DOES);
ORD(glEvasGLImageTargetRenderbufferStorageOES);
#endif
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
#undef ORD
return &gl_funcs;
}
static void
eng_gl_img_obj_set(void *data, void *image, int has_alpha)
{
Render_Engine *re = (Render_Engine *)data;
gl_direct_img_obj = NULL;
// Normally direct rendering isn't allowed if alpha is on and
// rotation is not 0. BUT, if override is on, allow it.
if ((has_alpha) && (re->win->gl_context->rot!=0))
{
if (gl_direct_override)
gl_direct_img_obj = image;
}
else
gl_direct_img_obj = image;
}
static int
eng_image_load_error_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *im;
if (!image) return EVAS_LOAD_ERROR_NONE;
im = image;
return im->im->cache_entry.load_error;
}
static Eina_Bool
eng_image_animated_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return EINA_FALSE;
im = (Image_Entry *)gim->im;
if (!im) return EINA_FALSE;
return im->flags.animated;
}
static int
eng_image_animated_frame_count_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return -1;
im = (Image_Entry *)gim->im;
if (!im) return -1;
if (!im->flags.animated) return -1;
return im->frame_count;
}
static Evas_Image_Animated_Loop_Hint
eng_image_animated_loop_type_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return EVAS_IMAGE_ANIMATED_HINT_NONE;
im = (Image_Entry *)gim->im;
if (!im) return EVAS_IMAGE_ANIMATED_HINT_NONE;
if (!im->flags.animated) return EVAS_IMAGE_ANIMATED_HINT_NONE;
return im->loop_hint;
}
static int
eng_image_animated_loop_count_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return -1;
im = (Image_Entry *)gim->im;
if (!im) return -1;
if (!im->flags.animated) return -1;
return im->loop_count;
}
static double
eng_image_animated_frame_duration_get(void *data __UNUSED__, void *image, int start_frame, int frame_num)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return -1;
im = (Image_Entry *)gim->im;
if (!im) return -1;
if (!im->flags.animated) return -1;
return evas_common_load_rgba_image_frame_duration_from_file(im, start_frame, frame_num);
}
static Eina_Bool
eng_image_animated_frame_set(void *data __UNUSED__, void *image, int frame_index)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return EINA_FALSE;
im = (Image_Entry *)gim->im;
if (!im) return EINA_FALSE;
if (!im->flags.animated) return EINA_FALSE;
if (im->cur_frame == frame_index) return EINA_FALSE;
im->cur_frame = frame_index;
return EINA_TRUE;
}
static Eina_Bool
eng_image_can_region_get(void *data __UNUSED__, void *image)
{
Evas_GL_Image *gim = image;
Image_Entry *im;
if (!gim) return EINA_FALSE;
im = (Image_Entry *)gim->im;
if (!im) return EINA_FALSE;
return ((Evas_Image_Load_Func*) im->info.loader)->do_region;
}
static void
eng_image_max_size_get(void *data, int *maxw, int *maxh)
{
Render_Engine *re = (Render_Engine *)data;
if (maxw) *maxw = re->win->gl_context->shared->info.max_texture_size;
if (maxh) *maxh = re->win->gl_context->shared->info.max_texture_size;
}
static int
module_open(Evas_Module *em)
{
static Eina_Bool xrm_inited = EINA_FALSE;
if (!xrm_inited)
{
xrm_inited = EINA_TRUE;
XrmInitialize();
}
if (!em) return 0;
if (!evas_gl_common_module_open()) return 0;
/* get whatever engine module we inherit from */
if (!_evas_module_engine_inherit(&pfunc, "software_generic")) return 0;
if (_evas_engine_GL_X11_log_dom < 0)
_evas_engine_GL_X11_log_dom = eina_log_domain_register
("evas-gl_x11", EVAS_DEFAULT_LOG_COLOR);
if (_evas_engine_GL_X11_log_dom < 0)
{
EINA_LOG_ERR("Can not create a module log domain.");
return 0;
}
/* Allow alpha for evas gl direct rendering */
if (getenv("EVAS_GL_DIRECT_OVERRIDE")) gl_direct_override = 1;
/* store it for later use */
func = pfunc;
/* now to override methods */
#define ORD(f) EVAS_API_OVERRIDE(f, &func, eng_)
ORD(info);
ORD(info_free);
ORD(setup);
ORD(canvas_alpha_get);
ORD(output_free);
ORD(output_resize);
ORD(output_tile_size_set);
ORD(output_redraws_rect_add);
ORD(output_redraws_rect_del);
ORD(output_redraws_clear);
ORD(output_redraws_next_update_get);
ORD(output_redraws_next_update_push);
ORD(context_cutout_add);
ORD(context_cutout_clear);
ORD(output_flush);
ORD(output_idle_flush);
ORD(output_dump);
ORD(rectangle_draw);
ORD(line_draw);
ORD(polygon_point_add);
ORD(polygon_points_clear);
ORD(polygon_draw);
ORD(image_load);
ORD(image_new_from_data);
ORD(image_new_from_copied_data);
ORD(image_free);
ORD(image_size_get);
ORD(image_size_set);
ORD(image_dirty_region);
ORD(image_data_get);
ORD(image_data_put);
ORD(image_data_preload_request);
ORD(image_data_preload_cancel);
ORD(image_alpha_set);
ORD(image_alpha_get);
ORD(image_border_set);
ORD(image_border_get);
ORD(image_draw);
ORD(image_comment_get);
ORD(image_format_get);
ORD(image_colorspace_set);
ORD(image_colorspace_get);
ORD(image_can_region_get);
ORD(image_mask_create);
ORD(image_native_set);
ORD(image_native_get);
#if 0 // filtering disabled
ORD(image_draw_filtered);
ORD(image_filtered_get);
ORD(image_filtered_save);
ORD(image_filtered_free);
#endif
ORD(font_draw);
ORD(image_scale_hint_set);
ORD(image_scale_hint_get);
ORD(image_stride_get);
ORD(image_map_draw);
ORD(image_map_surface_new);
ORD(image_map_surface_free);
ORD(image_content_hint_set);
ORD(image_content_hint_get);
ORD(image_cache_flush);
ORD(image_cache_set);
ORD(image_cache_get);
ORD(gl_surface_create);
ORD(gl_surface_destroy);
ORD(gl_context_create);
ORD(gl_context_destroy);
ORD(gl_make_current);
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
ORD(gl_string_query);
ORD(gl_proc_address_get);
ORD(gl_native_surface_get);
ORD(gl_api_get);
ORD(gl_img_obj_set);
ORD(image_load_error_get);
/* now advertise out own api */
ORD(image_animated_get);
ORD(image_animated_frame_count_get);
ORD(image_animated_loop_type_get);
ORD(image_animated_loop_count_get);
ORD(image_animated_frame_duration_get);
ORD(image_animated_frame_set);
ORD(image_max_size_get);
/* now advertise out own api */
em->functions = (void *)(&func);
return 1;
}
static void
module_close(Evas_Module *em __UNUSED__)
{
eina_log_domain_unregister(_evas_engine_GL_X11_log_dom);
/*
if (xrdb_user.db)
{
XrmDestroyDatabase(xrdb_user.db);
xrdb_user.last_stat = 0;
xrdb_user.last_mtime = 0;
xrdb_user.db = NULL;
}
*/
evas_gl_common_module_close();
}
static Evas_Module_Api evas_modapi =
{
EVAS_MODULE_API_VERSION,
"gl_x11",
"none",
{
module_open,
module_close
}
};
EVAS_MODULE_DEFINE(EVAS_MODULE_TYPE_ENGINE, engine, gl_x11);
#ifndef EVAS_STATIC_BUILD_GL_XLIB
EVAS_EINA_MODULE_DEFINE(engine, gl_x11);
#endif
/* vim:set ts=8 sw=3 sts=3 expandtab cino=>5n-2f0^-2{2(0W1st0 :*/