Summary: Evas compilation was broken for --with-opengl=es due to the
use of GL_R16 (which is not defined for EGL).
NB: This may Not be the Proper fix, but at least it compiles now.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Reviewers: raster, Hermet, cedric
Reviewed By: cedric
Subscribers: cedric
The texture used to store the depth map should be a single-channel texture.
@fix
Differential Revision: https://phab.enlightenment.org/D1713
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Fixes Coverity reports:
- CID 1256183
Coverity was a bit stupid there. It knows the size of both
strings and complained about unsafe strcpy. It should have
complained about unsafe strcat instead.
OpenGL 1.2 already supports some of the features that
GLESv2 has as extensions:
- GL_EXT_read_format_bgra
- GL_EXT_texture_format_BGRA8888
- GL_EXT_texture_type_2_10_10_10_REV
Also, we need to check the proper ARB name of some extensions when
running on desktop, instead of their OES/IMG/EXT equivalent:
- GL_ARB_texture_float
- GL_ARB_texture_half_float
- GL_ARB_texture_non_power_of_two
- GL_ARB_half_float_vertex
- GL_EXT_packed_depth_stencil
The extension name is GL_ARB_texture_non_power_of_two
for desktop GL, but GL_OES_texture_npot for GLES.
We will consider the extensions compatible, I believe
the GLES version is a subset of the desktop one. Not sure
if that's 100% true.
Carefully select the requested EGL config and match it with
the available visual from X, including the following options:
- Stencil
- Depth
- MSAA
TODO: The same thing for GLX. And fix direct rendering as well.
This is a new attempt at avoiding reload of an image
that failed to load during async preload.
See 42d2f8a12b (reverted).
I still can't figure out why setting load_error does not
work as expected (E pager becomes blank).
- glGetString(GL_VERSION) should not return "OpenGL ES 3.0" because
GLESv3 is not supported yet.
- GL_EXTENSIONS should return only the list of supported extensions
--> disabled for now as the whitelist of safe extensions is way
too small.
Apps would crash if they call make current without creating
a surface in the same thread. I don't see a good reason why
we should have this a limitation.
It will be triggered when EVAS_GL_API_DEBUG is set.
Yeah, that's abusing the variable a bit, as it was intended for
GL calls only, but this is pretty harmless.
Also add string "GL_DEPTH_STENCIL".
NOTE: The draw_buffers extension might need to be checked more and
wrapped, if it can have adverse effects on how Evas works (could
it replace the default render target?).
This adds support for the following extensions:
- disjoint_timer_query
- occlusion_query_boolean
- alpha_test
- draw_buffers
- read_buffer
- read_buffer_front
- framebuffer_blit
This will mark some extension functions as "safe", which means
we don't need to wrap them in order to expose them.
All the known extensions from Evas_GL_API have been marked as safe
for now.
In the future, we may encounter extensions that are not safe
out of the box, but can be wrapped. At that time, we will have
to mark them as safe but return the pointer to the wrapper instead.
Until then, only whitelisted extensions will be supported.
@feature
The idea is that normal opengl applications might very well want to
check for an extension using the usual string and not have to do
something special just because they're using evas_gl and not egl.
Some shader files (shd) were not included in EXTRA_DIST. This didn't break
the build because the .x file was correctly generated.
I guess the missing files in previous releases also had no impact because
the .h files would be generated and shipped.
Also generate the enum automagically. New shaders need to be added
to Makefile_Evas.am.
All shaders will be in a single .x (C) file.
There shall be no more useless .h files.
This also removes the need for awk (replaced by sed and bash stuff)
this cleans oyt a few bits o9f old glx context handling code that are
no longer used as well as avoids causing server-side to crash on
tryng to set a "none" glxwindow as current. this is what cases the
nvidia server-side crashes.