From: "Sung W. Park" <sungwoo@gmail.com>

Subject: evas_gl_api_get patch.

Here's a patch that simply overrides the GL functions for Evas_GL
except for two functions that I provide on my own.  It may have some symbol
resolving warnings but that'll all go away eventually when we do everything
via dlsym or getProcAddress.
 
You can apply the patch to the latest revision of evas.  (I've just
updated them) I'm also attaching a sample GLES program that uses
evas_gl_api_get. You don't need to link it to -lGL.



SVN revision: 59092
This commit is contained in:
Sung W. Park 2011-05-02 02:14:00 +00:00 committed by Carsten Haitzler
parent a9c70e1a28
commit bc8af94bfa
7 changed files with 909 additions and 9 deletions

View File

@ -2,6 +2,7 @@
#define _EVAS_GL_H
#include <Evas.h>
//#include <GL/gl.h>
#ifdef __cplusplus
extern "C" {
@ -16,6 +17,7 @@ typedef struct _Evas_GL_Surface Evas_GL_Surface;
typedef struct _Evas_GL_Context Evas_GL_Context;
typedef struct _Evas_GL_Config Evas_GL_Config;
typedef void* Evas_GL_Func;
typedef struct _Evas_GL_API Evas_GL_API;
typedef enum _Evas_GL_Color_Format
{
@ -136,7 +138,628 @@ EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, cons
*/
EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3);
// EAPI Evas_GL *evas_gl_api_get (Evas *e, Evas_GL_API *glapi) EINA_ARG_NONNULL(1, 2);
EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
#ifndef __gl_h_
#define __gl_h_
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef signed char GLbyte; // Changed khronos_int8_t
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLubyte; // Changed khronos_uint8_t
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef float GLfloat; // Changed khronos_float_t
typedef float GLclampf; // Changed khronos_float_t
typedef signed int GLfixed; // Changed khronos_int32_t
/* GL types for handling large vertex buffer objects */
typedef signed long int GLintptr; // Changed khronos_intptr_t
typedef signed long int GLsizeiptr; // Changed khronos_ssize_t
//#if (!defined(__gl2_h_) && !defined(__gl_h_))
/* OpenGL ES core versions */
//#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX 0x1901
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
#endif
#define EVAS_GL_API_VERSION 1
struct _Evas_GL_API
{
int version;
/* version 1: */
void (*glActiveTexture) (GLenum texture);
void (*glAttachShader) (GLuint program, GLuint shader);
void (*glBindAttribLocation) (GLuint program, GLuint index, const char* name);
void (*glBindBuffer) (GLenum target, GLuint buffer);
void (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
void (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
void (*glBindTexture) (GLenum target, GLuint texture);
void (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glBlendEquation) ( GLenum mode );
void (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha);
void (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
void (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
void (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
GLenum (*glCheckFramebufferStatus) (GLenum target);
void (*glClear) (GLbitfield mask);
void (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glClearDepthf) (GLclampf depth);
void (*glClearStencil) (GLint s);
void (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (*glCompileShader) (GLuint shader);
void (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
void (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
void (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint (*glCreateProgram) (void);
GLuint (*glCreateShader) (GLenum type);
void (*glCullFace) (GLenum mode);
void (*glDeleteBuffers) (GLsizei n, const GLuint* buffers);
void (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
void (*glDeleteProgram) (GLuint program);
void (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
void (*glDeleteShader) (GLuint shader);
void (*glDeleteTextures) (GLsizei n, const GLuint* textures);
void (*glDepthFunc) (GLenum func);
void (*glDepthMask) (GLboolean flag);
void (*glDepthRangef) (GLclampf zNear, GLclampf zFar);
void (*glDetachShader) (GLuint program, GLuint shader);
void (*glDisable) (GLenum cap);
void (*glDisableVertexAttribArray) (GLuint index);
void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices);
void (*glEnable) (GLenum cap);
void (*glEnableVertexAttribArray) (GLuint index);
void (*glFinish) (void);
void (*glFlush) (void);
void (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glFrontFace) (GLenum mode);
void (*glGenBuffers) (GLsizei n, GLuint* buffers);
void (*glGenerateMipmap) (GLenum target);
void (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
void (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
void (*glGenTextures) (GLsizei n, GLuint* textures);
void (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int (*glGetAttribLocation) (GLuint program, const char* name);
void (*glGetBooleanv) (GLenum pname, GLboolean* params);
void (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params);
GLenum (*glGetError) (void);
void (*glGetFloatv) (GLenum pname, GLfloat* params);
void (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (*glGetIntegerv) (GLenum pname, GLint* params);
void (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params);
void (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
void (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params);
void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
void (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
const GLubyte* (*glGetString) (GLenum name);
void (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
void (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
void (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params);
void (*glGetUniformiv) (GLuint program, GLint location, GLint* params);
int (*glGetUniformLocation) (GLuint program, const char* name);
void (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params);
void (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params);
void (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer);
void (*glHint) (GLenum target, GLenum mode);
GLboolean (*glIsBuffer) (GLuint buffer);
GLboolean (*glIsEnabled) (GLenum cap);
GLboolean (*glIsFramebuffer) (GLuint framebuffer);
GLboolean (*glIsProgram) (GLuint program);
GLboolean (*glIsRenderbuffer) (GLuint renderbuffer);
GLboolean (*glIsShader) (GLuint shader);
GLboolean (*glIsTexture) (GLuint texture);
void (*glLineWidth) (GLfloat width);
void (*glLinkProgram) (GLuint program);
void (*glPixelStorei) (GLenum pname, GLint param);
void (*glPolygonOffset) (GLfloat factor, GLfloat units);
void (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
void (*glReleaseShaderCompiler) (void);
void (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glSampleCoverage) (GLclampf value, GLboolean invert);
void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
void (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
void (*glShaderSource) (GLuint shader, GLsizei count, const char** string, const GLint* length);
void (*glStencilFunc) (GLenum func, GLint ref, GLuint mask);
void (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
void (*glStencilMask) (GLuint mask);
void (*glStencilMaskSeparate) (GLenum face, GLuint mask);
void (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
void (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
void (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
void (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
void (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
void (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
void (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
void (*glUniform1f) (GLint location, GLfloat x);
void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform1i) (GLint location, GLint x);
void (*glUniform1iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform2f) (GLint location, GLfloat x, GLfloat y);
void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform2i) (GLint location, GLint x, GLint y);
void (*glUniform2iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform3i) (GLint location, GLint x, GLint y, GLint z);
void (*glUniform3iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v);
void (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w);
void (*glUniform4iv) (GLint location, GLsizei count, const GLint* v);
void (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUseProgram) (GLuint program);
void (*glValidateProgram) (GLuint program);
void (*glVertexAttrib1f) (GLuint indx, GLfloat x);
void (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y);
void (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values);
void (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
/* future calls will be added down here for expansion */
/* version 2: */
};
#ifdef __cplusplus
}

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@ -215,3 +215,15 @@ evas_gl_native_surface_get(Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_
return (Eina_Bool)evas_gl->evas->engine.func->gl_native_surface_get(evas_gl->evas->engine.data.output, surf->data, ns);
}
EAPI Evas_GL_API *
evas_gl_api_get(Evas_GL *evas_gl)
{
MAGIC_CHECK(evas_gl, Evas_GL, MAGIC_EVAS_GL);
return NULL;
MAGIC_CHECK_END();
return (Evas_GL_API*)evas_gl->evas->engine.func->gl_api_get(evas_gl->evas->engine.data.output);
}

View File

@ -11,7 +11,7 @@
#include <Eina.h>
#include "Evas.h"
#include "Evas_GL.h"
//#include "Evas_GL.h"
#ifdef HAVE_PIXMAN
#include <pixman.h>

View File

@ -731,6 +731,7 @@ struct _Evas_Func
int (*gl_make_current) (void *data, void *surface, void *context);
void *(*gl_proc_address_get) (void *data, const char *name);
int (*gl_native_surface_get) (void *data, void *surface, void *native_surface);
void *(*gl_api_get) (void *data);
};
struct _Evas_Image_Load_Func

View File

@ -2688,8 +2688,12 @@ again:
if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
{
// FIXME: handle yinvert
ERR("not handling inverted y case for map");
for (i = 0; i < 4; i++)
{
ty[i] = 1.0 - ty[i];
if (yuv)
t2y[i] = 1.0 - t2y[i];
}
}
cmul = ARGB_JOIN(a, r, g, b);

View File

@ -2,6 +2,8 @@
#include "evas_engine.h"
#include <dlfcn.h> /* dlopen,dlclose,etc */
#define EVAS_GL_NO_GL_H_CHECK 1
#include "Evas_GL.h"
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// EGL / GLES
@ -91,6 +93,9 @@ typedef _eng_fn (*glsym_func_eng_fn) ();
typedef void (*glsym_func_void) ();
typedef int (*glsym_func_int) ();
typedef XID (*glsym_func_xid) ();
typedef unsigned int (*glsym_func_uint) ();
typedef unsigned char (*glsym_func_uchar) ();
typedef unsigned char *(*glsym_func_uchar_ptr) ();
_eng_fn (*glsym_glXGetProcAddress) (const char *a) = NULL;
void (*glsym_glXBindTexImage) (Display *a, GLXDrawable b, int c, int *d) = NULL;
@ -186,6 +191,9 @@ 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;
@ -2567,7 +2575,7 @@ eng_gl_make_current(void *data, void *surface, void *context)
glBindFramebuffer(GL_FRAMEBUFFER, ctx->fbo);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#else
glDrawBuffer(GL_COLOR_ATTACHMENT0);
//glDrawBuffer(GL_COLOR_ATTACHMENT0);
#endif
return 1;
@ -2609,6 +2617,256 @@ eng_gl_native_surface_get(void *data, void *surface, void *native_surface)
return 1;
}
#if 1
static void
evgl_glBindFramebuffer(GLenum target, GLuint framebuffer)
{
// Add logic to take care when framebuffer=0
glBindFramebuffer(target, framebuffer);
}
static void
evgl_glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
// Add logic to take care when renderbuffer=0
glBindRenderbuffer(target, renderbuffer);
}
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
}
#endif
static void *
eng_gl_api_get(void *data)
{
Render_Engine *re;
re = (Render_Engine *)data;
gl_funcs.version = EVAS_GL_API_VERSION;
#if 1
#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, )
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
// Override functions wrapped by Evas_GL
#define ORD(f) EVAS_API_OVERRIDE(f, &gl_funcs, evgl_)
ORD(glBindFramebuffer);
ORD(glBindRenderbuffer);
// GLES2.0 API compat on top of desktop gl
ORD(glClearDepthf);
ORD(glDepthRangef);
ORD(glGetShaderPrecisionFormat);
ORD(glReleaseShaderCompiler);
ORD(glShaderBinary);
#undef ORD
#endif
return &gl_funcs;
}
static int
module_open(Evas_Module *em)
{
@ -2710,6 +2968,8 @@ module_open(Evas_Module *em)
ORD(gl_make_current);
ORD(gl_proc_address_get);
ORD(gl_native_surface_get);
ORD(gl_api_get);
/* now advertise out own api */
em->functions = (void *)(&func);

View File

@ -583,9 +583,9 @@ eng_window_use(Evas_GL_X11_Window *gw)
evas_gl_common_context_use(_evas_gl_x11_window->gl_context);
evas_gl_common_context_flush(_evas_gl_x11_window->gl_context);
}
_evas_gl_x11_window = gw;
if (gw)
{
_evas_gl_x11_window = gw;
if (gw)
{
// EGL / GLES
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if (gw->egl_surface[0] != EGL_NO_SURFACE)
@ -616,7 +616,7 @@ eng_window_use(Evas_GL_X11_Window *gw)
}
}
#endif
}
}
}
if (gw) evas_gl_common_context_use(gw->gl_context);
}