forked from enlightenment/efl
evas Evas.h/Evas_GL.h: Removed trailing whitespaces.
SVN revision: 61154
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@ -3,7 +3,7 @@
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@image html e_big.png
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@version 1.0.0
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@version 1.1
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@author Carsten Haitzler <raster@@rasterman.com>
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@author Till Adam <till@@adam-lilienthal.de>
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@author Steve Ireland <sireland@@pobox.com>
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@ -8370,10 +8370,10 @@ EAPI Eina_Bool evas_smart_class_inherit_full (Evas_
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/**
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* Get the number of users of the smart instance
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*
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*
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* @param s The Evas_Smart to get the usage count of
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* @return The number of uses of the smart instance
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*
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*
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* This function tells you how many more uses of the smart instance are in
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* existence. This should be used before freeing/clearing any of the
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* Evas_Smart_Class that was used to create the smart instance. The smart
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@ -8383,12 +8383,12 @@ EAPI Eina_Bool evas_smart_class_inherit_full (Evas_
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* instance @p s and remove from memory any of the Evas_Smart_Class that
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* was used to create the smart instance, if you desire. Removing it from
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* memory without doing this will cause problems (crashes, undefined
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* behavior etc. etc.), so either never remove the original
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* behavior etc. etc.), so either never remove the original
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* Evas_Smart_Class data from memory (have it be a constant structure and
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* data), or use this API call and be very careful.
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*/
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EAPI int evas_smart_usage_get(const Evas_Smart *s);
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/**
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* @def evas_smart_class_inherit
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* Easy to use version of evas_smart_class_inherit_full().
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@ -9659,7 +9659,7 @@ EAPI Eina_Bool evas_object_table_mirrored_get (cons
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* @since 1.1.0
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*/
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EAPI Eina_Bool evas_object_table_pack_get(Evas_Object *o, Evas_Object *child, unsigned short *col, unsigned short *row, unsigned short *colspan, unsigned short *rowspan);
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/**
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* Add a new child to a table object or set its current packing.
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*
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@ -9728,7 +9728,7 @@ EAPI Eina_Accessor *evas_object_table_accessor_new (cons
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*/
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EAPI Eina_List *evas_object_table_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;
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EAPI Evas_Object *evas_object_table_child_get (const Evas_Object *o, unsigned short col, unsigned short row) EINA_ARG_NONNULL(1);
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/**
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* @defgroup Evas_Object_Grid Grid Smart Object.
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*
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@ -9836,7 +9836,7 @@ EAPI void evas_object_grid_clear (Evas_
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/**
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* Get the pack options for a grid child
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*
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*
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* Get the pack x, y, width and height in virtual coordinates set by
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* evas_object_grid_pack()
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* @param o The grid object
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@ -9849,7 +9849,7 @@ EAPI void evas_object_grid_clear (Evas_
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* @since 1.1.0
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*/
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EAPI Eina_Bool evas_object_grid_pack_get (Evas_Object *o, Evas_Object *child, int *x, int *y, int *w, int *h);
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/**
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* Get an iterator to walk the list of children for the grid.
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*
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@ -9876,7 +9876,7 @@ EAPI Eina_Accessor *evas_object_grid_accessor_new (const
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* @since 1.1.0
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*/
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EAPI Eina_List *evas_object_grid_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;
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/**
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* @defgroup Evas_Cserve Shared Image Cache Server
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*
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@ -55,10 +55,10 @@ struct _Evas_GL_Config
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* Functions that are used to do OpenGL rendering on Evas. Evas allows you
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* to use OpenGL to render to specially set up image objects (which act as
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* render target surfaces).
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*
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*
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* Below is an illlustrative example of how to use OpenGL to render to an
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* object in Evas.
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*
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*
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* @code
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// Simple Evas_GL example
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#include <Ecore_Evas.h>
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@ -92,10 +92,10 @@ int
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main(int argc, char **argv)
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{
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// config for the surface for evas_gl
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Evas_GL_Config config =
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Evas_GL_Config config =
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{
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EVAS_GL_RGBA_8,
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EVAS_GL_DEPTH_NONE,
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EVAS_GL_RGBA_8,
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EVAS_GL_DEPTH_NONE,
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EVAS_GL_STENCIL_NONE
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};
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// a size by default
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@ -116,13 +116,13 @@ main(int argc, char **argv)
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// alloc a data struct to hold our relevant gl info in
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if (!(gld = calloc(1, sizeof(GLData)))) return 0;
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//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
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//-//
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// get the evas gl handle for doing gl things
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gld->evasgl = evas_gl_new(canvas);
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gld->glapi = evas_gl_api_get(gld->evasgl);
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// create a surface and context
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// create a surface and context
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gld->sfc = evas_gl_surface_create(gld->evasgl, &config, w, h);
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gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
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//-//
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@ -162,7 +162,7 @@ main(int argc, char **argv)
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// object via evas_object_image_pixels_dirty_set(). any display system,
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// mainloop siztem etc. will have something of this kind unless it's making
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// you spin infinitely yourself and invent your own animation mechanism
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//
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//
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// NOTE: if you delete r1, this animator will keep running trying to access
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// r1 so you'd better delete this animator with ecore_animator_del() or
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// structure how you do animation differently. you can also attach it like
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@ -172,7 +172,7 @@ main(int argc, char **argv)
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// finally show the window for the world to see. windowing system generic
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ecore_evas_show(ee);
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// begin the mainloop and tick over the animator, handle events etc.
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// also windowing system generic
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ecore_main_loop_begin();
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@ -194,7 +194,7 @@ on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
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GLData *gld = evas_object_data_get(obj, "..gld");
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if (!gld) return;
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Evas_GL_API *gl = gld->glapi;
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evas_object_data_del(obj, "..gld");
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// Do a make_current before deleting all the GL stuff.
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@ -216,9 +216,9 @@ on_pixels(void *data, Evas_Object *obj)
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GLData *gld = evas_object_data_get(obj, "..gld");
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if (!gld) return;
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Evas_GL_API *gl = gld->glapi;
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GLfloat vVertices[] =
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GLfloat vVertices[] =
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{
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0.0f, 0.5f, 0.0f,
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0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f
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};
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@ -242,7 +242,7 @@ on_pixels(void *data, Evas_Object *obj)
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// Clear the buffer
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gl->glClearColor(1.0, 0.0, 0.0, 1);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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// Draw a Triangle
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gl->glEnable(GL_BLEND);
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gl->glEnableVertexAttribArray(0);
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gl->glDrawArrays(GL_TRIANGLES, 0, 3);
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// Optional - Flush the GL pipeline
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gl->glFlush();
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}
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@ -279,15 +279,15 @@ load_shader(GLData *gld, GLenum type, const char *shader_src)
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gl->glCompileShader(shader);
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gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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if (!compiled)
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{
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GLint len = 0;
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gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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if (len > 1)
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{
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char *info = malloc(sizeof(char) * len);
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if (info)
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{
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gl->glGetShaderInfoLog(shader, len, NULL, info);
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}
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// Initialize the shader and program object
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static int
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static int
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init_shaders(GLData *gld)
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{
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Evas_GL_API *gl = gld->glapi;
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const char vShaderStr[] =
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const char vShaderStr[] =
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"attribute vec4 vPosition; \n"
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"void main() \n"
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"{ \n"
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@ -331,21 +331,21 @@ init_shaders(GLData *gld)
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gl->glAttachShader(gld->program, gld->vtx_shader);
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gl->glAttachShader(gld->program, gld->fgmt_shader);
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// Bind vPosition to attribute 0
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// Bind vPosition to attribute 0
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gl->glBindAttribLocation(gld->program, 0, "vPosition");
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// Link the program
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gl->glLinkProgram(gld->program);
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gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
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if (!linked)
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if (!linked)
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{
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GLint len = 0;
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gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
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if (len > 1)
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{
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char *info = malloc(sizeof(char) * len);
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if (info)
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{
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gl->glGetProgramInfoLog(gld->program, len, NULL, info);
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* @addtogroup Evas_GL
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* @{
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*/
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/**
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* Creates a new Evas_GL object and returns a handle for gl rendering on efl.
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*
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* @return The created evas_gl object, or NULl on fasilure.
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*/
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EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
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/**
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* Frees the created Evas_GL object.
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*
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* @param evas_gl The given Evas_GL object.
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*/
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EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1, 2);;
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/**
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* Creates and returns new Evas_GL_Surface object for GL Rendering.
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*
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* @return The created GL surface object, or NULL on failure.
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*/
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EAPI Evas_GL_Surface *evas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);
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/**
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* Destroys the created Evas GL Surface.
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*
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* @param evas_gl The given Evas_GL object.
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* @param surf The given GL surface object.
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*/
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EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
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EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
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/**
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* Creates and returns a new Evas GL context object
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*
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* @param evas_gl The given Evas_GL object.
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* @return The created context, or NULL on failure.
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*/
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EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
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EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
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/**
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* Destroys the given Evas GL context object
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*
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* @param evas_gl The given Evas_GL object.
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* @param ctx The given Evas GL context.
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*/
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EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
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EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
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/**
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* Sets the given context as a current context for the given surface
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*
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* @return EINA_TRUE if successful, EINA_FALSE if not.
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*/
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EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
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/**
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* Returns a GL or the Glue Layer's extension function.
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*
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*/
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EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE;
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/**
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* Fills in the Native Surface information from the given Evas GL surface.
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*
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/**
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* Get the API for rendering using OpenGL
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*
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*
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* @param evas_gl The given Eva_GL object.
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* @return The API to use.
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*
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*
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* This returns a structure that contains all the OpenGL functions you can
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* use to render in Evas. These functions consist of all the standard
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* OpenGL-ES2.0 functions and any extra ones Evas has decided to provide in
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* addition. This means that if you have your code ported to OpenGL-ES2.0,
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* it will be easy to render to Evas.
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*
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*
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*/
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EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
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#if !defined(__gl_h_) && !defined(__gl2_h_)
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# define __gl_h_
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# define __gl2_h_
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/*
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* This document is licensed under the SGI Free Software B License Version
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* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
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@ -927,16 +927,16 @@ typedef signed long int GLsizeiptr; // Changed khronos_ssize_t
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#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
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#else
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# ifndef EVAS_GL_NO_GL_H_CHECK
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# ifndef EVAS_GL_NO_GL_H_CHECK
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# 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."
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# endif
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#endif
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#define EVAS_GL_API_VERSION 1
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#define EVAS_GL_API_VERSION 1
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struct _Evas_GL_API
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{
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int version;
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/* version 1: */
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void (*glActiveTexture) (GLenum texture);
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void (*glAttachShader) (GLuint program, GLuint shader);
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