forked from enlightenment/efl
602 lines
22 KiB
C
602 lines
22 KiB
C
#ifndef EVAS_GL_COMMON_H
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#define EVAS_GL_COMMON_H
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#include "evas_common.h"
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#include "evas_private.h"
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#include "config.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <sys/time.h>
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#include <unistd.h>
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#include <Eet.h>
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#define GL_GLEXT_PROTOTYPES
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#ifdef BUILD_ENGINE_GL_QUARTZ
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# include <OpenGL/gl.h>
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# include <OpenGL/glext.h>
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#else
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# ifdef _EVAS_ENGINE_SDL_H
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# if defined(GLES_VARIETY_S3C6410) || defined(GLES_VARIETY_SGX)
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# include <SDL/SDL_opengles.h>
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# else
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# include <SDL/SDL_opengl.h>
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# endif
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# else
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# if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
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# if defined(GLES_VARIETY_S3C6410)
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# include <GLES2/gl2.h>
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# elif defined(GLES_VARIETY_SGX)
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# include <GLES2/gl2.h>
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# include <GLES2/gl2ext.h>
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# endif
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# else
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# include <GL/gl.h>
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# include <GL/glext.h>
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# endif
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# endif
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#endif
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#ifndef GL_TEXTURE_RECTANGLE_NV
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# define GL_TEXTURE_RECTANGLE_NV 0x84F5
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#endif
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#ifndef GL_BGRA
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# define GL_BGRA 0x80E1
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#endif
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#ifndef EGL_NO_CONTEXT
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# define EGL_NO_CONTEXT 0
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#endif
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#ifndef EGL_NONE
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# define EGL_NONE 0x3038
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#endif
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#ifndef EGL_TRUE
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# define EGL_TRUE 1
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#endif
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#ifndef EGL_FALSE
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# define EGL_FALSE 0
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_2D_SEC
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# define EGL_MAP_GL_TEXTURE_2D_SEC 0x3201
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_HEIGHT_SEC
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# define EGL_MAP_GL_TEXTURE_HEIGHT_SEC 0x3202
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_WIDTH_SEC
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# define EGL_MAP_GL_TEXTURE_WIDTH_SEC 0x3203
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_FORMAT_SEC
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# define EGL_MAP_GL_TEXTURE_FORMAT_SEC 0x3204
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_RGB_SEC
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# define EGL_MAP_GL_TEXTURE_RGB_SEC 0x3205
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_RGBA_SEC
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# define EGL_MAP_GL_TEXTURE_RGBA_SEC 0x3206
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC
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# define EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC 0x3206
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC
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# define EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC 0x3207
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#endif
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#ifndef EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC
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# define EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC 0x3208
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#endif
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#ifndef GL_PROGRAM_BINARY_LENGTH
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# define GL_PROGRAM_BINARY_LENGTH 0x8741
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#endif
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#ifndef GL_NUM_PROGRAM_BINARY_FORMATS
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# define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
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#endif
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#ifndef GL_PROGRAM_BINARY_FORMATS
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# define GL_PROGRAM_BINARY_FORMATS 0x87FF
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#endif
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#ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT
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# define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
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#endif
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#define SHAD_VERTEX 0
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#define SHAD_COLOR 1
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#define SHAD_TEXUV 2
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#define SHAD_TEXUV2 3
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#define SHAD_TEXUV3 4
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#define SHAD_TEXM 5
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typedef struct _Evas_GL_Program Evas_GL_Program;
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typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
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typedef struct _Evas_GL_Shared Evas_GL_Shared;
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typedef struct _Evas_Engine_GL_Context Evas_Engine_GL_Context;
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typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool;
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typedef struct _Evas_GL_Texture Evas_GL_Texture;
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typedef struct _Evas_GL_Image Evas_GL_Image;
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typedef struct _Evas_GL_Font_Texture Evas_GL_Font_Texture;
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typedef struct _Evas_GL_Polygon Evas_GL_Polygon;
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typedef struct _Evas_GL_Polygon_Point Evas_GL_Polygon_Point;
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struct _Evas_GL_Program
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{
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GLuint vert, frag, prog;
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};
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struct _Evas_GL_Program_Source
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{
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const char *src;
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const unsigned int *bin;
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int bin_size;
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};
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struct _Evas_GL_Shared
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{
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Eina_List *images;
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int images_size;
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struct {
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GLint max_texture_units;
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GLint max_texture_size;
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GLint max_vertex_elements;
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GLfloat anisotropic;
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Eina_Bool rgb : 1;
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Eina_Bool bgra : 1;
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Eina_Bool tex_npo2 : 1;
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Eina_Bool tex_rect : 1;
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Eina_Bool sec_image_map : 1;
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Eina_Bool bin_program : 1;
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// tuning params - per gpu/cpu combo?
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#define MAX_CUTOUT 512
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#define DEF_CUTOUT 512
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// FIXME bug with pipes > 1 right now, should default to 32
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#define MAX_PIPES 128
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#define DEF_PIPES 32
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#define DEF_PIPES_SGX_540 32
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#define DEF_PIPES_TEGRA_2 1
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#define MIN_ATLAS_ALLOC 16
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#define MAX_ATLAS_ALLOC 1024
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#define DEF_ATLAS_ALLOC 1024
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#define MIN_ATLAS_ALLOC_ALPHA 16
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#define MAX_ATLAS_ALLOC_ALPHA 4096
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#define DEF_ATLAS_ALLOC_ALPHA 4096
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#define MAX_ATLAS_W 512
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#define DEF_ATLAS_W 512
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#define MAX_ATLAS_H 512
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#define DEF_ATLAS_H 512
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#define MIN_ATLAS_SLOT 16
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#define MAX_ATLAS_SLOT 512
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#define DEF_ATLAS_SLOT 16
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struct {
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struct {
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int max;
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} cutout;
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struct {
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int max;
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} pipes;
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struct {
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int max_alloc_size;
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int max_alloc_alpha_size;
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int max_w;
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int max_h;
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int slot_size;
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} atlas;
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} tune;
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} info;
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struct {
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Eina_List *whole;
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Eina_List *atlas[33][3];
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} tex;
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Eina_Hash *native_pm_hash;
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Eina_Hash *native_tex_hash;
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struct {
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Evas_GL_Program rect;
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Evas_GL_Program font;
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Evas_GL_Program img, img_nomul;
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Evas_GL_Program img_bgra, img_bgra_nomul;
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Evas_GL_Program img_mask;
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Evas_GL_Program yuv, yuv_nomul;
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Evas_GL_Program tex, tex_nomul;
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Evas_GL_Program filter_invert, filter_invert_nomul;
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Evas_GL_Program filter_invert_bgra, filter_invert_bgra_nomul;
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Evas_GL_Program filter_greyscale, filter_greyscale_nomul;
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Evas_GL_Program filter_greyscale_bgra, filter_greyscale_bgra_nomul;
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Evas_GL_Program filter_sepia, filter_sepia_nomul;
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Evas_GL_Program filter_sepia_bgra, filter_sepia_bgra_nomul;
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#if 0
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Evas_GL_Program filter_blur_vert;
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Evas_GL_Program filter_blur, filter_blur_nomul;
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Evas_GL_Program filter_blur_bgra, filter_blur_bgra_nomul;
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#endif
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} shader;
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int references;
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int w, h;
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int rot;
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int mflip;
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// persp map
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int foc, z0, px, py;
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int ax, ay;
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};
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#define RTYPE_RECT 1
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#define RTYPE_IMAGE 2
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#define RTYPE_FONT 3
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#define RTYPE_YUV 4
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#define RTYPE_MAP 5 /* need to merge with image */
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#define RTYPE_IMASK 6
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struct _Evas_Engine_GL_Context
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{
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int references;
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int w, h;
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int rot;
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int foc, z0, px, py;
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RGBA_Draw_Context *dc;
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Evas_GL_Shared *shared;
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int flushnum;
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struct {
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int top_pipe;
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struct {
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GLuint cur_prog;
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GLuint cur_tex, cur_texu, cur_texv;
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GLuint cur_texm, cur_texmu, cur_texmv;
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int render_op;
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int cx, cy, cw, ch;
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int smooth;
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int blend;
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int clip;
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} current;
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} state;
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struct {
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struct {
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int x, y, w, h;
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int type;
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} region;
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struct {
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int x, y, w, h;
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Eina_Bool active : 1;
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} clip;
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struct {
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Evas_GL_Image *surface;
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GLuint cur_prog;
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GLuint cur_tex, cur_texu, cur_texv, cur_texm;
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int render_op;
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int cx, cy, cw, ch;
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int smooth;
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int blend;
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int clip;
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} shader;
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struct {
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int num, alloc;
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GLshort *vertex;
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GLubyte *color;
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GLfloat *texuv;
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GLfloat *texuv2;
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GLfloat *texuv3;
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GLfloat *texm;
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Eina_Bool line: 1;
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Eina_Bool use_vertex : 1;
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Eina_Bool use_color : 1;
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Eina_Bool use_texuv : 1;
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Eina_Bool use_texuv2 : 1;
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Eina_Bool use_texuv3 : 1;
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Eina_Bool use_texm : 1;
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Evas_GL_Image *im;
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} array;
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} pipe[MAX_PIPES];
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struct {
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Eina_Bool size : 1;
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} change;
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Eina_Bool havestuff : 1;
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Evas_GL_Image *def_surface;
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/* If this is set: Force drawing with a particular filter */
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GLuint filter_prog;
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#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
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// FIXME: hack. expose egl display to gl core for egl image sec extn.
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void *egldisp;
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#endif
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};
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struct _Evas_GL_Texture_Pool
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{
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Evas_Engine_GL_Context *gc;
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GLuint texture, fb;
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GLuint intformat, format, dataformat;
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int w, h;
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int references;
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int slot, fslot;
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struct {
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void *img;
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unsigned int *data;
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int w, h;
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int stride;
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} dyn;
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Eina_List *allocations;
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Eina_Bool whole : 1;
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Eina_Bool render : 1;
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Eina_Bool native : 1;
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Eina_Bool dynamic : 1;
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};
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struct _Evas_GL_Texture
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{
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Evas_Engine_GL_Context *gc;
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Evas_GL_Image *im;
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Evas_GL_Texture_Pool *pt, *ptu, *ptv;
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int x, y, w, h;
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double sx1, sy1, sx2, sy2;
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int references;
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Eina_Bool alpha : 1;
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};
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struct _Evas_GL_Image
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{
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Evas_Engine_GL_Context *gc;
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RGBA_Image *im;
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Evas_GL_Texture *tex;
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RGBA_Image_Loadopts load_opts;
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int references;
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// if im->im == NULL, it's a render-surface so these here are used
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int w, h;
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struct {
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int space;
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void *data;
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unsigned char no_free : 1;
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} cs;
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struct {
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void *data;
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struct {
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void (*bind) (void *data, void *image);
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void (*unbind) (void *data, void *image);
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void (*free) (void *data, void *image);
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void *data;
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} func;
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int yinvert;
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int target;
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int mipmap;
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unsigned char loose : 1;
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} native;
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int scale_hint, content_hint;
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int csize;
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Eina_List *filtered;
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unsigned char dirty : 1;
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unsigned char cached : 1;
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unsigned char alpha : 1;
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unsigned char tex_only : 1;
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};
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struct _Evas_GL_Font_Texture
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{
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Evas_GL_Texture *tex;
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};
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struct _Evas_GL_Polygon
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{
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Eina_List *points;
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Eina_Bool changed : 1;
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};
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struct _Evas_GL_Polygon_Point
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{
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int x, y;
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};
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extern Evas_GL_Program_Source shader_rect_frag_src;
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extern Evas_GL_Program_Source shader_rect_vert_src;
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extern Evas_GL_Program_Source shader_font_frag_src;
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extern Evas_GL_Program_Source shader_font_vert_src;
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extern Evas_GL_Program_Source shader_img_frag_src;
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extern Evas_GL_Program_Source shader_img_vert_src;
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extern Evas_GL_Program_Source shader_img_nomul_frag_src;
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extern Evas_GL_Program_Source shader_img_nomul_vert_src;
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extern Evas_GL_Program_Source shader_img_bgra_frag_src;
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extern Evas_GL_Program_Source shader_img_bgra_vert_src;
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extern Evas_GL_Program_Source shader_img_bgra_nomul_frag_src;
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extern Evas_GL_Program_Source shader_img_bgra_nomul_vert_src;
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extern Evas_GL_Program_Source shader_img_mask_frag_src;
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extern Evas_GL_Program_Source shader_img_mask_vert_src;
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extern Evas_GL_Program_Source shader_yuv_frag_src;
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extern Evas_GL_Program_Source shader_yuv_vert_src;
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extern Evas_GL_Program_Source shader_yuv_nomul_frag_src;
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extern Evas_GL_Program_Source shader_yuv_nomul_vert_src;
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extern Evas_GL_Program_Source shader_tex_frag_src;
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extern Evas_GL_Program_Source shader_tex_vert_src;
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extern Evas_GL_Program_Source shader_tex_nomul_frag_src;
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extern Evas_GL_Program_Source shader_tex_nomul_vert_src;
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extern Evas_GL_Program_Source shader_filter_invert_frag_src;
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extern Evas_GL_Program_Source shader_filter_invert_nomul_frag_src;
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extern Evas_GL_Program_Source shader_filter_invert_bgra_frag_src;
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extern Evas_GL_Program_Source shader_filter_invert_bgra_nomul_frag_src;
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extern Evas_GL_Program_Source shader_filter_sepia_frag_src;
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extern Evas_GL_Program_Source shader_filter_sepia_nomul_frag_src;
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extern Evas_GL_Program_Source shader_filter_sepia_bgra_frag_src;
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extern Evas_GL_Program_Source shader_filter_sepia_bgra_nomul_frag_src;
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extern Evas_GL_Program_Source shader_filter_greyscale_frag_src;
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extern Evas_GL_Program_Source shader_filter_greyscale_nomul_frag_src;
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extern Evas_GL_Program_Source shader_filter_greyscale_bgra_frag_src;
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extern Evas_GL_Program_Source shader_filter_greyscale_bgra_nomul_frag_src;
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#if 0
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/* blur (annoyingly) needs (aka is faster with) a vertex shader */
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extern Evas_GL_Program_Source shader_filter_blur_vert_src;
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extern Evas_GL_Program_Source shader_filter_blur_frag_src;
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extern Evas_GL_Program_Source shader_filter_blur_nomul_frag_src;
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extern Evas_GL_Program_Source shader_filter_blur_bgra_frag_src;
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extern Evas_GL_Program_Source shader_filter_blur_bgra_nomul_frag_src;
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#endif
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void glerr(int err, const char *file, const char *func, int line, const char *op);
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Evas_Engine_GL_Context *evas_gl_common_context_new(void);
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void evas_gl_common_context_free(Evas_Engine_GL_Context *gc);
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void evas_gl_common_context_use(Evas_Engine_GL_Context *gc);
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void evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc);
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void evas_gl_common_context_resize(Evas_Engine_GL_Context *gc, int w, int h, int rot);
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void evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc, Evas_GL_Image *surface);
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void evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
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int x1, int y1, int x2, int y2,
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int clip, int cx, int cy, int cw, int ch,
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int r, int g, int b, int a);
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void evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
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int x, int y, int w, int h,
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int r, int g, int b, int a);
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void evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
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Evas_GL_Texture *tex,
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double sx, double sy, double sw, double sh,
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int x, int y, int w, int h,
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int r, int g, int b, int a,
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Eina_Bool smooth, Eina_Bool tex_only);
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void evas_gl_common_context_image_mask_push(Evas_Engine_GL_Context *gc,
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Evas_GL_Texture *tex,
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Evas_GL_Texture *texm,
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double sx, double sy, double sw, double sh,
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double sxm, double sym, double swm, double shm,
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int x, int y, int w, int h,
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int r, int g, int b, int a,
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Eina_Bool smooth);
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void evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
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Evas_GL_Texture *tex,
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double sx, double sy, double sw, double sh,
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int x, int y, int w, int h,
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int r, int g, int b, int a);
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void evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
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Evas_GL_Texture *tex,
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double sx, double sy, double sw, double sh,
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int x, int y, int w, int h,
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int r, int g, int b, int a,
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Eina_Bool smooth);
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void evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
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Evas_GL_Texture *tex,
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int npoints,
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RGBA_Map_Point *p,
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int clip, int cx, int cy, int cw, int ch,
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int r, int g, int b, int a,
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Eina_Bool smooth,
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Eina_Bool tex_only,
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Eina_Bool yuv);
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void evas_gl_common_context_flush(Evas_Engine_GL_Context *gc);
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int evas_gl_common_shader_program_init(Evas_GL_Shared *shared);
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void evas_gl_common_shader_program_init_done(void);
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void evas_gl_common_shader_program_shutdown(Evas_GL_Program *p);
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void evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h);
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void evas_gl_texture_pool_empty(Evas_GL_Texture_Pool *pt);
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Evas_GL_Texture *evas_gl_common_texture_new(Evas_Engine_GL_Context *gc, RGBA_Image *im);
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Evas_GL_Texture *evas_gl_common_texture_native_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha, Evas_GL_Image *im);
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Evas_GL_Texture *evas_gl_common_texture_render_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
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Evas_GL_Texture *evas_gl_common_texture_dynamic_new(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
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void evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im);
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void evas_gl_common_texture_free(Evas_GL_Texture *tex);
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Evas_GL_Texture *evas_gl_common_texture_alpha_new(Evas_Engine_GL_Context *gc, DATA8 *pixels, unsigned int w, unsigned int h, int fh);
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void evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels, unsigned int w, unsigned int h, int fh);
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Evas_GL_Texture *evas_gl_common_texture_yuv_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
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void evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned int w, unsigned int h);
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void evas_gl_common_image_all_unload(Evas_Engine_GL_Context *gc);
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void evas_gl_common_image_ref(Evas_GL_Image *im);
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void evas_gl_common_image_unref(Evas_GL_Image *im);
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Evas_GL_Image *evas_gl_common_image_load(Evas_Engine_GL_Context *gc, const char *file, const char *key, Evas_Image_Load_Opts *lo, int *error);
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Evas_GL_Image *evas_gl_common_image_new_from_data(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, DATA32 *data, int alpha, int cspace);
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Evas_GL_Image *evas_gl_common_image_new_from_copied_data(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, DATA32 *data, int alpha, int cspace);
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Evas_GL_Image *evas_gl_common_image_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha, int cspace);
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Evas_GL_Image *evas_gl_common_image_alpha_set(Evas_GL_Image *im, int alpha);
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void evas_gl_common_image_native_enable(Evas_GL_Image *im);
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void evas_gl_common_image_native_disable(Evas_GL_Image *im);
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void evas_gl_common_image_scale_hint_set(Evas_GL_Image *im, int hint);
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void evas_gl_common_image_content_hint_set(Evas_GL_Image *im, int hint);
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void evas_gl_common_image_cache_flush(Evas_Engine_GL_Context *gc);
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void evas_gl_common_image_free(Evas_GL_Image *im);
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Evas_GL_Image *evas_gl_common_image_surface_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
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void evas_gl_common_image_dirty(Evas_GL_Image *im, unsigned int x, unsigned int y, unsigned int w, unsigned int h);
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void evas_gl_common_image_update(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
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|
void evas_gl_common_image_map_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int npoints, RGBA_Map_Point *p, int smooth, int level);
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|
void evas_gl_common_image_draw(Evas_Engine_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);
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|
|
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void *evas_gl_font_texture_new(void *gc, RGBA_Font_Glyph *fg);
|
|
void evas_gl_font_texture_free(void *);
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|
void evas_gl_font_texture_draw(void *gc, void *surface, void *dc, RGBA_Font_Glyph *fg, int x, int y);
|
|
|
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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);
|
|
void evas_gl_common_poly_draw(Evas_Engine_GL_Context *gc, Evas_GL_Polygon *poly, int x, int y);
|
|
|
|
void evas_gl_common_line_draw(Evas_Engine_GL_Context *gc, int x1, int y1, int x2, int y2);
|
|
|
|
#if 0 // filtering disabled
|
|
void evas_gl_common_filter_draw(Evas_Engine_GL_Context *context, Evas_GL_Image *im, Evas_Filter_Info *filter);
|
|
Filtered_Image *evas_gl_common_image_filtered_get(Evas_GL_Image *im, uint8_t *key, size_t keylen);
|
|
Filtered_Image *evas_gl_common_image_filtered_save(Evas_GL_Image *im, Evas_GL_Image *fimage, uint8_t *key, size_t keylen);
|
|
void evas_gl_common_image_filtered_free(Evas_GL_Image *im, Filtered_Image *);
|
|
#endif
|
|
|
|
extern void (*glsym_glGenFramebuffers) (GLsizei a, GLuint *b);
|
|
extern void (*glsym_glBindFramebuffer) (GLenum a, GLuint b);
|
|
extern void (*glsym_glFramebufferTexture2D) (GLenum a, GLenum b, GLenum c, GLuint d, GLint e);
|
|
extern void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b);
|
|
extern void (*glsym_glGetProgramBinary) (GLuint a, GLsizei b, GLsizei *c, GLenum *d, void *e);
|
|
extern void (*glsym_glProgramBinary) (GLuint a, GLenum b, const void *c, GLint d);
|
|
extern void (*glsym_glProgramParameteri) (GLuint a, GLuint b, GLint d);
|
|
|
|
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
|
|
extern void *(*secsym_eglCreateImage) (void *a, void *b, GLenum c, void *d, const int *e);
|
|
extern unsigned int (*secsym_eglDestroyImage) (void *a, void *b);
|
|
extern void (*secsym_glEGLImageTargetTexture2DOES) (int a, void *b);
|
|
extern void *(*secsym_eglMapImageSEC) (void *a, void *b);
|
|
extern unsigned int (*secsym_eglUnmapImageSEC) (void *a, void *b);
|
|
extern unsigned int (*secsym_eglGetImageAttribSEC) (void *a, void *b, int c, int *d);
|
|
#endif
|
|
|
|
//#define GL_ERRORS 1
|
|
|
|
#ifdef GL_ERRORS
|
|
# define GLERR(fn, fl, ln, op) \
|
|
{ \
|
|
int __gl_err = glGetError(); \
|
|
if (__gl_err != GL_NO_ERROR) glerr(__gl_err, fl, fn, ln, op); \
|
|
}
|
|
#else
|
|
# define GLERR(fn, fl, ln, op)
|
|
#endif
|
|
|
|
Eina_Bool evas_gl_common_module_open(void);
|
|
void evas_gl_common_module_close(void);
|
|
|
|
#endif
|