efl/src/modules/evas/engines/gl_x11/Evas_Engine_GL_X11.h

56 lines
1.8 KiB
C

#ifndef _EVAS_ENGINE_GL_X11_H
#define _EVAS_ENGINE_GL_X11_H
#include "../gl_generic/Evas_Engine_GL_Shared.h"
typedef struct _Evas_Engine_Info_GL_X11 Evas_Engine_Info_GL_X11;
/* have this feature */
#define EVAS_ENGINE_GL_X11_SWAP_MODE_EXISTS 1
struct _Evas_Engine_Info_GL_X11
{
/* PRIVATE - don't mess with this baby or evas will poke its tongue out */
/* at you and make nasty noises */
Evas_Engine_Info magic;
/* engine specific data & parameters it needs to set up */
struct {
void *display;
unsigned long drawable;
void *visual;
unsigned long colormap;
int depth;
int screen;
int rotation;
unsigned int destination_alpha : 1;
} info;
/* engine specific function calls to query stuff about the destination */
/* engine (what visual & colormap & depth to use, performance info etc. */
struct {
void *(*best_visual_get) (Evas_Engine_Info_GL_X11 *einfo);
unsigned long (*best_colormap_get) (Evas_Engine_Info_GL_X11 *einfo);
int (*best_depth_get) (Evas_Engine_Info_GL_X11 *einfo);
} func;
struct {
void (*pre_swap) (void *data, Evas *e);
void (*post_swap) (void *data, Evas *e);
void *data; // data for callback calls
} callback;
/* non-blocking or blocking mode */
Evas_Engine_Render_Mode render_mode;
unsigned char vsync : 1; // does nothing right now
unsigned char indirect : 1; // use indirect rendering
Evas_Engine_Info_Gl_Swap_Mode swap_mode : 4; // what swap mode to assume
/* window surface should be made with these config */
int depth_bits;
int stencil_bits;
int msaa_bits;
};
#endif