#ifndef EVAS_GL_COMMON_H #define EVAS_GL_COMMON_H #include "evas_common.h" #include "evas_private.h" #include "config.h" #include #include #include #include #include #include #include #ifdef BUILD_ENGINE_GL_GLEW # include #else # define GL_GLEXT_PROTOTYPES #endif #ifdef BUILD_ENGINE_GL_QUARTZ # include # include #else # if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX) # if defined(GLES_VARIETY_S3C6410) # include # elif defined(GLES_VARIETY_SGX) # include # include # endif # else # include # include # endif #endif #ifndef GL_TEXTURE_RECTANGLE_NV #define GL_TEXTURE_RECTANGLE_NV 0x84F5 #endif #define SHAD_VERTEX 0 #define SHAD_COLOR 1 #define SHAD_TEXUV 2 #define SHAD_TEXUV2 3 #define SHAD_TEXUV3 4 typedef struct _Evas_GL_Program Evas_GL_Program; typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source; typedef struct _Evas_GL_Shared Evas_GL_Shared; typedef struct _Evas_GL_Context Evas_GL_Context; typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool; typedef struct _Evas_GL_Texture Evas_GL_Texture; typedef struct _Evas_GL_Image Evas_GL_Image; typedef struct _Evas_GL_Font_Texture Evas_GL_Font_Texture; /* typedef struct _Evas_GL_Polygon Evas_GL_Polygon; typedef struct _Evas_GL_Polygon_Point Evas_GL_Polygon_Point; typedef struct _Evas_GL_Gradient Evas_GL_Gradient; typedef struct _Evas_GL_Font_Texture_Pool Evas_GL_Font_Texture_Pool; typedef struct _Evas_GL_Font_Texture_Pool_Allocation Evas_GL_Font_Texture_Pool_Allocation; */ struct _Evas_GL_Program { GLuint vert, frag, prog; }; struct _Evas_GL_Program_Source { const char *src; const unsigned int *bin; int bin_size; }; struct _Evas_GL_Shared { Eina_List *images; struct { GLint max_texture_units; GLint max_texture_size; Eina_Bool tex_npo2 : 1; Eina_Bool tex_rect : 1; } info; struct { Eina_List *whole; Eina_List *atlas[33][3]; } tex; struct { Evas_GL_Program rect, img, font, yuv, tex; } shader; int references; int w, h; }; struct _Evas_GL_Context { int references; int w, h; RGBA_Draw_Context *dc; Evas_GL_Shared *shared; struct { int x, y, w, h; Eina_Bool active : 1; } clip; struct { Evas_GL_Image *surface; GLuint cur_prog; GLuint cur_tex, cur_texu, cur_texv; int render_op; int cx, cy, cw, ch; Eina_Bool smooth : 1; Eina_Bool blend : 1; Eina_Bool clip : 1; struct { GLuint cur_prog; GLuint cur_tex, cur_texum, cur_texv; int render_op; int cx, cy, cw, ch; Eina_Bool smooth : 1; Eina_Bool blend : 1; Eina_Bool clip : 1; } current; } shader; struct { int num; int alloc; GLshort *vertex; GLubyte *color; GLfloat *texuv; GLfloat *texuv2; GLfloat *texuv3; } array; struct { Eina_Bool size : 1; } change; Evas_GL_Image *def_surface; }; struct _Evas_GL_Texture_Pool { Evas_GL_Context *gc; GLuint texture, fb; GLuint intformat, format, dataformat; int w, h; int references; int slot, fslot; Eina_List *allocations; Eina_Bool whole : 1; }; struct _Evas_GL_Texture { Evas_GL_Context *gc; Evas_GL_Texture_Pool *pt, *ptu, *ptv; int x, y, w, h; double sx1, sy1, sx2, sy2; int references; }; struct _Evas_GL_Image { Evas_GL_Context *gc; RGBA_Image *im; Evas_GL_Texture *tex; RGBA_Image_Loadopts load_opts; int references; // if im->im == NULL, it's a render-surface so these here are used int w, h; struct { int space; void *data; unsigned char no_free : 1; } cs; unsigned char dirty : 1; unsigned char cached : 1; unsigned char alpha : 1; unsigned char tex_only : 1; }; struct _Evas_GL_Font_Texture { Evas_GL_Texture *tex; }; /* struct _Evas_GL_Polygon { Eina_List *points; GLuint dl; Eina_Bool changed : 1; }; struct _Evas_GL_Polygon_Point { int x, y; }; struct _Evas_GL_Gradient { RGBA_Gradient *grad; Evas_GL_Texture *tex; int tw, th; unsigned char changed : 1; }; struct _Evas_GL_Font_Texture_Pool { Evas_GL_Context *gc; int w, h; GLuint texture; unsigned char rectangle : 1; }; */ extern Evas_GL_Program_Source shader_rect_frag_src; extern Evas_GL_Program_Source shader_rect_vert_src; extern Evas_GL_Program_Source shader_img_frag_src; extern Evas_GL_Program_Source shader_img_vert_src; extern Evas_GL_Program_Source shader_font_frag_src; extern Evas_GL_Program_Source shader_font_vert_src; extern Evas_GL_Program_Source shader_yuv_frag_src; extern Evas_GL_Program_Source shader_yuv_vert_src; extern Evas_GL_Program_Source shader_tex_frag_src; extern Evas_GL_Program_Source shader_tex_vert_src; void glerr(const char *file, const char *func, int line, const char *op); Evas_GL_Context *evas_gl_common_context_new(void); void evas_gl_common_context_free(Evas_GL_Context *gc); void evas_gl_common_context_use(Evas_GL_Context *gc); void evas_gl_common_context_resize(Evas_GL_Context *gc, int w, int h); void evas_gl_common_context_target_surface_set(Evas_GL_Context *gc, Evas_GL_Image *surface); void evas_gl_common_context_rectangle_push(Evas_GL_Context *gc, int x, int y, int w, int h, int r, int g, int b, int a); void evas_gl_common_context_image_push(Evas_GL_Context *gc, Evas_GL_Texture *tex, double sx, double sy, double sw, double sh, int x, int y, int w, int h, int r, int g, int b, int a, Eina_Bool smooth); void evas_gl_common_context_font_push(Evas_GL_Context *gc, Evas_GL_Texture *tex, double sx, double sy, double sw, double sh, int x, int y, int w, int h, int r, int g, int b, int a); void evas_gl_common_context_yuv_push(Evas_GL_Context *gc, Evas_GL_Texture *tex, double sx, double sy, double sw, double sh, int x, int y, int w, int h, int r, int g, int b, int a, Eina_Bool smooth); void evas_gl_common_context_image_map4_push(Evas_GL_Context *gc, Evas_GL_Texture *tex, RGBA_Map_Point *p, int clip, int cx, int cy, int cw, int ch, int r, int g, int b, int a, Eina_Bool smooth, Eina_Bool tex_only); void evas_gl_common_context_flush(Evas_GL_Context *gc); void evas_gl_common_shader_program_init(Evas_GL_Program *p, Evas_GL_Program_Source *vert, Evas_GL_Program_Source *frag, const char *name); void evas_gl_common_rect_draw(Evas_GL_Context *gc, int x, int y, int w, int h); Evas_GL_Texture *evas_gl_common_texture_new(Evas_GL_Context *gc, RGBA_Image *im); Evas_GL_Texture *evas_gl_common_texture_render_new(Evas_GL_Context *gc, int w, int h, int alpha); void evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im); void evas_gl_common_texture_free(Evas_GL_Texture *tex); Evas_GL_Texture *evas_gl_common_texture_alpha_new(Evas_GL_Context *gc, DATA8 *pixels, int w, int h, int fh); void evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels, int w, int h, int fh); Evas_GL_Texture *evas_gl_common_texture_yuv_new(Evas_GL_Context *gc, DATA8 **rows, int w, int h); void evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int h); Evas_GL_Image *evas_gl_common_image_load(Evas_GL_Context *gc, const char *file, const char *key, Evas_Image_Load_Opts *lo, int *error); Evas_GL_Image *evas_gl_common_image_new_from_data(Evas_GL_Context *gc, int w, int h, DATA32 *data, int alpha, int cspace); Evas_GL_Image *evas_gl_common_image_new_from_copied_data(Evas_GL_Context *gc, int w, int h, DATA32 *data, int alpha, int cspace); Evas_GL_Image *evas_gl_common_image_new(Evas_GL_Context *gc, int w, int h, int alpha, int cspace); void evas_gl_common_image_free(Evas_GL_Image *im); Evas_GL_Image *evas_gl_common_image_surface_new(Evas_GL_Context *gc, int w, int h, int alpha); void evas_gl_common_image_dirty(Evas_GL_Image *im, int x, int y, int w, int h); void evas_gl_common_image_map4_draw(Evas_GL_Context *gc, Evas_GL_Image *im, RGBA_Map_Point *p, int smooth, int level); void evas_gl_common_image_draw(Evas_GL_Context *gc, Evas_GL_Image *im, int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, int smooth); void *evas_gl_font_texture_new(void *gc, RGBA_Font_Glyph *fg); void evas_gl_font_texture_free(void *); void evas_gl_font_texture_draw(void *gc, void *surface, void *dc, RGBA_Font_Glyph *fg, int x, int y); void (*glsym_glGenFramebuffers) (GLsizei a, GLuint *b); void (*glsym_glBindFramebuffer) (GLenum a, GLuint b); void (*glsym_glFramebufferTexture2D) (GLenum a, GLenum b, GLenum c, GLuint d, GLint e); void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b); /* Evas_GL_Polygon *evas_gl_common_poly_point_add(Evas_GL_Polygon *poly, int x, int y); Evas_GL_Polygon *evas_gl_common_poly_points_clear(Evas_GL_Polygon *poly); Evas_GL_Gradient *evas_gl_common_gradient_new(void); void evas_gl_common_gradient_free(Evas_GL_Gradient *gr); void evas_gl_common_gradient_color_stop_add(Evas_GL_Gradient *gr, int r, int g, int b, int a, int delta); void evas_gl_common_gradient_alpha_stop_add(Evas_GL_Gradient *gr, int a, int delta); void evas_gl_common_gradient_color_data_set(Evas_GL_Gradient *gr, void *data, int len, int has_alpha); void evas_gl_common_gradient_alpha_data_set(Evas_GL_Gradient *gr, void *alpha_data, int len); void evas_gl_common_gradient_clear(Evas_GL_Gradient *gr); void evas_gl_common_gradient_fill_set(Evas_GL_Gradient *gr, int x, int y, int w, int h); void evas_gl_common_gradient_fill_angle_set(Evas_GL_Gradient *gr, double angle); void evas_gl_common_gradient_fill_spread_set(Evas_GL_Gradient *gr, int spread); void evas_gl_common_gradient_map_angle_set(Evas_GL_Gradient *gr, double angle); void evas_gl_common_gradient_map_offset_set(Evas_GL_Gradient *gr, float offset); void evas_gl_common_gradient_map_direction_set(Evas_GL_Gradient *gr, int direction); void evas_gl_common_gradient_type_set(Evas_GL_Gradient *gr, char *name, char *params); int evas_gl_common_gradient_is_opaque(Evas_GL_Context *gc, Evas_GL_Gradient *gr, int x, int y, int w, int h); int evas_gl_common_gradient_is_visible(Evas_GL_Context *gc, Evas_GL_Gradient *gr, int x, int y, int w, int h); void evas_gl_common_gradient_render_pre(Evas_GL_Context *gc, Evas_GL_Gradient *gr); void evas_gl_common_gradient_render_post(Evas_GL_Gradient *gr); void evas_gl_common_gradient_draw(Evas_GL_Context *gc, Evas_GL_Gradient *gr, int x, int y, int w, int h); void evas_gl_common_swap_rect(Evas_GL_Context *gc, int x, int y, int w, int h); void evas_gl_common_line_draw(Evas_GL_Context *gc, int x1, int y1, int x2, int y2); void evas_gl_common_poly_draw(Evas_GL_Context *gc, Evas_GL_Polygon *poly); */ #endif