efl/src/modules/evas/engines/gl_common/evas_gl_common.h

891 lines
33 KiB
C

#ifndef EVAS_GL_COMMON_H
#define EVAS_GL_COMMON_H
#include "evas_common_private.h"
#include "evas_private.h"
#include "config.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <sys/time.h>
#include <unistd.h>
#include <Eet.h>
#define GL_GLEXT_PROTOTYPES
#ifdef BUILD_ENGINE_GL_COCOA
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
#else
# ifdef _EVAS_ENGINE_SDL_H
# ifdef GL_GLES
# include <SDL/SDL_opengles.h>
# else
# include <SDL/SDL_opengl.h>
# endif
# else
# ifdef GL_GLES
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
# else
# include <GL/gl.h>
# include <GL/glext.h>
# endif
# endif
#endif
#ifndef GL_TEXTURE_RECTANGLE_NV
# define GL_TEXTURE_RECTANGLE_NV 0x84F5
#endif
#ifndef GL_BGRA
# define GL_BGRA 0x80E1
#endif
#ifndef GL_RGBA4
# define GL_RGBA4 0x8056
#endif
#ifndef GL_RGBA8
# define GL_RGBA8 0x8058
#endif
#ifndef GL_RGBA12
# define GL_RGBA12 0x805A
#endif
#ifndef GL_RGBA16
# define GL_RGBA16 0x805B
#endif
#ifndef GL_R3_G3_B2
# define GL_R3_G3_B2 0x2A10
#endif
#ifndef GL_RGB4
# define GL_RGB4 0x804F
#endif
#ifndef GL_RGB5
# define GL_RGB5 0x8050
#endif
#ifndef GL_RGB8
# define GL_RGB8 0x8051
#endif
#ifndef GL_RGB10
# define GL_RGB10 0x8052
#endif
#ifndef GL_RGB12
# define GL_RGB12 0x8053
#endif
#ifndef GL_RGB16
# define GL_RGB16 0x8054
#endif
#ifndef GL_ALPHA4
# define GL_ALPHA4 0x803B
#endif
#ifndef GL_ALPHA8
# define GL_ALPHA8 0x803C
#endif
#ifndef GL_ALPHA12
# define GL_ALPHA12 0x803D
#endif
#ifndef GL_ALPHA16
# define GL_ALPHA16 0x803E
#endif
#ifndef GL_LUMINANCE4
# define GL_LUMINANCE4 0x803F
#endif
#ifndef GL_LUMINANCE8
# define GL_LUMINANCE8 0x8040
#endif
#ifndef GL_LUMINANCE12
# define GL_LUMINANCE12 0x8041
#endif
#ifndef GL_LUMINANCE16
# define GL_LUMINANCE16 0x8042
#endif
#ifndef GL_LUMINANCE4_ALPHA4
# define GL_LUMINANCE4_ALPHA4 0x8043
#endif
#ifndef GL_LUMINANCE8_ALPHA8
# define GL_LUMINANCE8_ALPHA8 0x8045
#endif
#ifndef GL_LUMINANCE12_ALPHA12
# define GL_LUMINANCE12_ALPHA12 0x8047
#endif
#ifndef GL_LUMINANCE16_ALPHA16
# define GL_LUMINANCE16_ALPHA16 0x8048
#endif
#ifndef GL_ETC1_RGB8_OES
# define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
# define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
# define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_UNPACK_ROW_LENGTH
# define GL_UNPACK_ROW_LENGTH 0x0cf2
#endif
#ifndef EGL_NO_CONTEXT
# define EGL_NO_CONTEXT 0
#endif
#ifndef EGL_NONE
# define EGL_NONE 0x3038
#endif
#ifndef EGL_TRUE
# define EGL_TRUE 1
#endif
#ifndef EGL_FALSE
# define EGL_FALSE 0
#endif
#ifndef EGL_MAP_GL_TEXTURE_2D_SEC
# define EGL_MAP_GL_TEXTURE_2D_SEC 0x3201
#endif
#ifndef EGL_MAP_GL_TEXTURE_HEIGHT_SEC
# define EGL_MAP_GL_TEXTURE_HEIGHT_SEC 0x3202
#endif
#ifndef EGL_MAP_GL_TEXTURE_WIDTH_SEC
# define EGL_MAP_GL_TEXTURE_WIDTH_SEC 0x3203
#endif
#ifndef EGL_MAP_GL_TEXTURE_FORMAT_SEC
# define EGL_MAP_GL_TEXTURE_FORMAT_SEC 0x3204
#endif
#ifndef EGL_MAP_GL_TEXTURE_RGB_SEC
# define EGL_MAP_GL_TEXTURE_RGB_SEC 0x3205
#endif
#ifndef EGL_MAP_GL_TEXTURE_RGBA_SEC
# define EGL_MAP_GL_TEXTURE_RGBA_SEC 0x3206
#endif
#ifndef EGL_MAP_GL_TEXTURE_BGRA_SEC
# define EGL_MAP_GL_TEXTURE_BGRA_SEC 0x3207
#endif
#ifndef EGL_MAP_GL_TEXTURE_LUMINANCE_SEC
# define EGL_MAP_GL_TEXTURE_LUMINANCE_SEC 0x3208
#endif
#ifndef EGL_MAP_GL_TEXTURE_LUMINANCE_ALPHA_SEC
# define EGL_MAP_GL_TEXTURE_LUMINANCE_ALPHA_SEC 0x3209
#endif
#ifndef EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC
# define EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC 0x320a
#endif
#ifndef EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC
# define EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC 0x320b
#endif
#ifndef EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC
# define EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC 0x320c
#endif
#ifndef GL_PROGRAM_BINARY_LENGTH
# define GL_PROGRAM_BINARY_LENGTH 0x8741
#endif
#ifndef GL_NUM_PROGRAM_BINARY_FORMATS
# define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#endif
#ifndef GL_PROGRAM_BINARY_FORMATS
# define GL_PROGRAM_BINARY_FORMATS 0x87FF
#endif
#ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT
# define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#endif
#ifndef GL_MAX_SAMPLES_IMG
#define GL_MAX_SAMPLES_IMG 0x9135
#endif
#ifndef GL_MAX_SAMPLES_EXT
#define GL_MAX_SAMPLES_EXT 0x8D57
#endif
#ifndef GL_WRITE_ONLY
#define GL_WRITE_ONLY 0x88B9
#endif
#ifndef EGL_MAP_GL_TEXTURE_DEVICE_CPU_SEC
#define EGL_MAP_GL_TEXTURE_DEVICE_CPU_SEC 1
#endif
#ifndef EGL_MAP_GL_TEXTURE_DEVICE_G2D_SEC
#define EGL_MAP_GL_TEXTURE_DEVICE_G2D_SEC 2
#endif
#ifndef EGL_MAP_GL_TEXTURE_OPTION_READ_SEC
#define EGL_MAP_GL_TEXTURE_OPTION_READ_SEC (1<<0)
#endif
#ifndef EGL_MAP_GL_TEXTURE_OPTION_WRITE_SEC
#define EGL_MAP_GL_TEXTURE_OPTION_WRITE_SEC (1<<1)
#endif
// Evas_3d require GL_BGR, but that's an extention and will not be necessary once we move to Evas_GL_Image
#ifndef GL_BGR
#define GL_BGR 0x80E0
#endif
#ifndef GL_COLOR_BUFFER_BIT0_QCOM
// if GL_COLOR_BUFFER_BIT0_QCOM just assume the rest arent... saves fluff
#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001
#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002
#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004
#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008
#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010
#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020
#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040
#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080
#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100
#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200
#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400
#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800
#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000
#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000
#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000
#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000
#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000
#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000
#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000
#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000
#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000
#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000
#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000
#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000
#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000
#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000
#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000
#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000
#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000
#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000
#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000
#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000
#endif
#define EVAS_GL_TILE_SIZE 16
#define SHAD_VERTEX 0
#define SHAD_COLOR 1
#define SHAD_TEXUV 2
#define SHAD_TEXUV2 3
#define SHAD_TEXUV3 4
#define SHAD_TEXA 5
#define SHAD_TEXSAM 6
typedef struct _Evas_GL_Program Evas_GL_Program;
typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
typedef struct _Evas_GL_Shared Evas_GL_Shared;
typedef struct _Evas_Engine_GL_Context Evas_Engine_GL_Context;
typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool;
typedef struct _Evas_GL_Texture_Alloca Evas_GL_Texture_Alloca;
typedef struct _Evas_GL_Texture Evas_GL_Texture;
typedef struct _Evas_GL_Image Evas_GL_Image;
typedef struct _Evas_GL_Font_Texture Evas_GL_Font_Texture;
typedef struct _Evas_GL_Polygon Evas_GL_Polygon;
typedef struct _Evas_GL_Polygon_Point Evas_GL_Polygon_Point;
typedef struct _Evas_GL_Texture_Async_Preload Evas_GL_Texture_Async_Preload;
typedef Eina_Bool (*evas_gl_make_current_cb)(void *engine_data, void *doit);
/* enum Evas_GL_Shader is defined below */
#include "shader/evas_gl_enum.x"
struct _Evas_GL_Program
{
GLuint vert, frag, prog;
int tex_count;
};
struct _Evas_GL_Program_Source
{
const char *src;
const unsigned int *bin;
int bin_size;
};
struct _Evas_GL_Shared
{
Eina_List *images;
int images_size;
struct {
GLint max_texture_units;
GLint max_texture_size;
GLint max_vertex_elements;
GLfloat anisotropic;
Eina_Bool rgb : 1;
Eina_Bool bgra : 1;
Eina_Bool tex_npo2 : 1;
Eina_Bool tex_rect : 1;
Eina_Bool sec_image_map : 1;
Eina_Bool bin_program : 1;
Eina_Bool unpack_row_length : 1;
Eina_Bool etc1 : 1;
Eina_Bool etc2 : 1;
Eina_Bool etc1_subimage : 1;
Eina_Bool s3tc : 1;
// tuning params - per gpu/cpu combo?
#define MAX_CUTOUT 512
#define DEF_CUTOUT 512
#define MAX_PIPES 128
#define DEF_PIPES 32
#define DEF_PIPES_SGX_540 24
#define DEF_PIPES_TEGRA_2 8
#define DEF_PIPES_TEGRA_3 24
#define MIN_ATLAS_ALLOC 16
#define MAX_ATLAS_ALLOC 1024
#define DEF_ATLAS_ALLOC 256
#define MIN_ATLAS_ALLOC_ALPHA 16
#define MAX_ATLAS_ALLOC_ALPHA 4096
#define DEF_ATLAS_ALLOC_ALPHA 512
#define MAX_ATLAS_W 512
#define DEF_ATLAS_W 512
#define MAX_ATLAS_H 512
#define DEF_ATLAS_H 512
#define ATLAS_FORMATS_COUNT 12
Eina_List *cspaces; // depend on the values of etc1, etc2 and st3c
struct {
struct {
int max;
} cutout;
struct {
int max;
} pipes;
struct {
int max_alloc_size;
int max_alloc_alpha_size;
int max_w;
int max_h;
} atlas;
} tune;
} info;
struct {
Eina_List *whole;
Eina_List *atlas[ATLAS_FORMATS_COUNT];
} tex;
Eina_Hash *native_pm_hash;
Eina_Hash *native_tex_hash;
Eina_Hash *native_wl_hash;
#ifdef GL_GLES
// FIXME: hack.
void *eglctxt;
#endif
Evas_GL_Program shader[SHADER_LAST];
int references;
int w, h;
int rot;
int mflip;
// persp map
int foc, z0, px, py;
int ax, ay;
};
#define RTYPE_RECT 1
#define RTYPE_IMAGE 2
#define RTYPE_FONT 3
#define RTYPE_YUV 4
#define RTYPE_MAP 5 /* need to merge with image */
#define RTYPE_YUY2 6
#define RTYPE_NV12 7
#define ARRAY_BUFFER_USE 500
#define ARRAY_BUFFER_USE_SHIFT 100
struct _Evas_Engine_GL_Context
{
int references;
int w, h;
int rot;
int foc, z0, px, py;
RGBA_Draw_Context *dc;
Evas_GL_Shared *shared;
int flushnum;
struct {
int top_pipe;
struct {
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv, cur_texa;
int render_op;
int cx, cy, cw, ch;
int smooth;
int blend;
int clip;
Eina_Bool anti_alias : 1;
} current;
} state;
struct {
int x, y, w, h;
Eina_Bool enabled : 1;
Eina_Bool used : 1;
} master_clip;
struct {
struct {
int x, y, w, h;
int type;
} region;
struct {
int x, y, w, h;
Eina_Bool active : 1;
} clip;
struct {
Evas_GL_Image *surface;
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv, cur_texa;
void *cur_tex_dyn, *cur_texu_dyn, *cur_texv_dyn;
int render_op;
int cx, cy, cw, ch;
int smooth;
int blend;
int clip;
} shader;
struct {
int num, alloc;
GLshort *vertex;
GLubyte *color;
GLfloat *texuv;
GLfloat *texuv2;
GLfloat *texuv3;
GLfloat *texa;
GLfloat *texsam;
Eina_Bool line: 1;
Eina_Bool use_vertex : 1;
Eina_Bool use_color : 1;
Eina_Bool use_texuv : 1;
Eina_Bool use_texuv2 : 1;
Eina_Bool use_texuv3 : 1;
Eina_Bool use_texa : 1;
Eina_Bool use_texsam : 1;
Eina_Bool anti_alias : 1;
Evas_GL_Image *im;
GLuint buffer;
int buffer_alloc;
int buffer_use;
} array;
} pipe[MAX_PIPES];
struct {
Eina_Bool size : 1;
} change;
Eina_List *font_glyph_textures;
Eina_Bool havestuff : 1;
Evas_GL_Image *def_surface;
/* If this is set: Force drawing with a particular filter */
GLuint filter_prog;
#ifdef GL_GLES
// FIXME: hack. expose egl display to gl core for egl image sec extn.
void *egldisp;
void *eglctxt;
#endif
GLuint preserve_bit;
};
struct _Evas_GL_Texture_Pool
{
Evas_Engine_GL_Context *gc;
GLuint texture, fb;
GLuint intformat, format, dataformat;
int w, h;
int references;
int slot, fslot;
struct {
void *img;
unsigned int *data;
int w, h;
int stride;
int checked_out;
} dyn;
Eina_List *allocations;
Eina_Rectangle_Pool *eina_pool;
Eina_Bool whole : 1;
Eina_Bool render : 1;
Eina_Bool native : 1;
Eina_Bool dynamic : 1;
};
struct _Evas_GL_Texture_Alloca
{
Evas_GL_Texture *tex;
int x, w;
};
struct _Evas_GL_Texture
{
Evas_Engine_GL_Context *gc;
Evas_GL_Image *im;
Evas_GL_Texture_Pool *pt, *ptu, *ptv, *ptt;
union {
Evas_GL_Texture_Pool *ptuv;
Evas_GL_Texture_Pool *pta;
};
RGBA_Font_Glyph *fglyph;
int x, y, w, h;
int tx, ty;
double sx1, sy1, sx2, sy2;
int references;
struct
{
Evas_GL_Texture_Pool *pt[2], *ptuv[2];
int source;
} double_buffer;
Eina_List *targets;
Eina_Rectangle *apt, *aptt;
Eina_Bool alpha : 1;
Eina_Bool dyn : 1;
Eina_Bool uploaded : 1;
Eina_Bool was_preloaded : 1;
};
struct _Evas_GL_Image
{
Evas_Engine_GL_Context *gc;
RGBA_Image *im;
Evas_GL_Texture *tex;
Evas_Image_Load_Opts load_opts;
int references;
// if im->im == NULL, it's a render-surface so these here are used
int w, h;
struct {
Evas_Colorspace space;
void *data;
unsigned char no_free : 1;
} cs;
struct {
void *data;
struct {
void (*bind) (void *data, void *image);
void (*unbind) (void *data, void *image);
void (*free) (void *data, void *image);
void *data;
} func;
int yinvert;
int target;
int mipmap;
unsigned char loose : 1;
} native;
int scale_hint, content_hint;
int csize;
Eina_List *filtered;
Eina_List *targets;
unsigned char dirty : 1;
unsigned char cached : 1;
unsigned char alpha : 1;
unsigned char tex_only : 1;
unsigned char locked : 1; // gl_surface_lock/unlock
};
struct _Evas_GL_Font_Texture
{
Evas_GL_Texture *tex;
};
struct _Evas_GL_Polygon
{
Eina_List *points;
Eina_Bool changed : 1;
};
struct _Evas_GL_Polygon_Point
{
int x, y;
};
struct _Evas_GL_Texture_Async_Preload
{
Evas_GL_Texture *tex;
RGBA_Image *im;
Eina_Bool unpack_row_length;
};
#if 0
extern Evas_GL_Program_Source shader_rect_frag_src;
extern Evas_GL_Program_Source shader_rect_vert_src;
extern Evas_GL_Program_Source shader_font_frag_src;
extern Evas_GL_Program_Source shader_font_vert_src;
extern Evas_GL_Program_Source shader_img_frag_src;
extern Evas_GL_Program_Source shader_img_vert_src;
extern Evas_GL_Program_Source shader_img_nomul_frag_src;
extern Evas_GL_Program_Source shader_img_nomul_vert_src;
extern Evas_GL_Program_Source shader_img_bgra_frag_src;
extern Evas_GL_Program_Source shader_img_bgra_vert_src;
extern Evas_GL_Program_Source shader_img_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_img_bgra_nomul_vert_src;
extern Evas_GL_Program_Source shader_img_mask_frag_src;
extern Evas_GL_Program_Source shader_img_mask_vert_src;
extern Evas_GL_Program_Source shader_yuv_frag_src;
extern Evas_GL_Program_Source shader_yuv_vert_src;
extern Evas_GL_Program_Source shader_yuv_nomul_frag_src;
extern Evas_GL_Program_Source shader_yuv_nomul_vert_src;
extern Evas_GL_Program_Source shader_yuy2_frag_src;
extern Evas_GL_Program_Source shader_yuy2_vert_src;
extern Evas_GL_Program_Source shader_yuy2_nomul_frag_src;
extern Evas_GL_Program_Source shader_yuy2_nomul_vert_src;
extern Evas_GL_Program_Source shader_tex_frag_src;
extern Evas_GL_Program_Source shader_tex_vert_src;
extern Evas_GL_Program_Source shader_tex_nomul_frag_src;
extern Evas_GL_Program_Source shader_tex_nomul_vert_src;
#endif
/* GL_Common function that are used by gl_generic inherited module */
EAPI void evas_gl_common_image_all_unload(Evas_Engine_GL_Context *gc);
EAPI void evas_gl_common_image_ref(Evas_GL_Image *im);
EAPI void evas_gl_common_image_unref(Evas_GL_Image *im);
EAPI 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, Evas_Colorspace cspace);
EAPI void evas_gl_common_image_native_disable(Evas_GL_Image *im);
EAPI void evas_gl_common_image_free(Evas_GL_Image *im);
EAPI void evas_gl_common_image_native_enable(Evas_GL_Image *im);
EAPI int evas_gl_preload_init(void);
EAPI int evas_gl_preload_shutdown(void);
EAPI Evas_Engine_GL_Context *evas_gl_common_context_new(void);
EAPI void evas_gl_common_context_flush(Evas_Engine_GL_Context *gc);
EAPI void evas_gl_common_context_free(Evas_Engine_GL_Context *gc);
EAPI void evas_gl_common_context_use(Evas_Engine_GL_Context *gc);
EAPI void evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc);
EAPI void evas_gl_common_context_done(Evas_Engine_GL_Context *gc);
EAPI void evas_gl_common_context_resize(Evas_Engine_GL_Context *gc, int w, int h, int rot);
EAPI int evas_gl_common_buffer_dump(Evas_Engine_GL_Context *gc, const char* dname, const char* fname, int frame, const char* suffix);
EAPI void evas_gl_preload_render_lock(evas_gl_make_current_cb make_current, void *engine_data);
EAPI void evas_gl_preload_render_unlock(evas_gl_make_current_cb make_current, void *engine_data);
EAPI void evas_gl_preload_render_relax(evas_gl_make_current_cb make_current, void *engine_data);
EAPI void evas_gl_symbols(void *(*GetProcAddress)(const char *name));
EAPI void evas_gl_common_error_set(void *data, int error_enum);
EAPI int evas_gl_common_error_get(void *data);
EAPI void *evas_gl_common_current_context_get(void);
typedef int (*Evas_GL_Preload)(void);
typedef void (*Evas_GL_Common_Image_Call)(Evas_GL_Image *im);
typedef void (*Evas_GL_Common_Context_Call)(Evas_Engine_GL_Context *gc);
typedef 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, Evas_Colorspace cspace);
typedef void (*Evas_GL_Preload_Render_Call)(evas_gl_make_current_cb make_current, void *engine_data);
typedef Evas_Engine_GL_Context *(*Evas_GL_Common_Context_New)(void);
typedef void (*Evas_GL_Common_Context_Resize_Call)(Evas_Engine_GL_Context *gc, int w, int h, int rot);
typedef int (*Evas_GL_Common_Buffer_Dump_Call)(Evas_Engine_GL_Context *gc,const char* dname, const char* fname, int frame, const char* suffix);
typedef void (*Evas_Gl_Symbols)(void *(*GetProcAddress)(const char *sym));
void glerr(int err, const char *file, const char *func, int line, const char *op);
void evas_gl_common_tiling_start(Evas_Engine_GL_Context *gc,
int rot, int gw, int gh,
int cx, int cy, int cw, int ch,
int bitmask);
void evas_gl_common_tiling_done(Evas_Engine_GL_Context *gc);
void evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc, Evas_GL_Image *surface);
void evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
int x1, int y1, int x2, int y2,
int clip, int cx, int cy, int cw, int ch,
int r, int g, int b, int a);
void evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
int x, int y, int w, int h,
int r, int g, int b, int a);
void evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth, Eina_Bool tex_only);
void evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a);
void evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
int npoints,
RGBA_Map_Point *p,
int clip, int cx, int cy, int cw, int ch,
int r, int g, int b, int a,
Eina_Bool smooth,
Eina_Bool tex_only,
Evas_Colorspace cspace);
int evas_gl_common_shader_program_init(Evas_GL_Shared *shared);
void evas_gl_common_shader_program_init_done(void);
void evas_gl_common_shader_program_shutdown(Evas_GL_Program *p);
Eina_Bool evas_gl_common_file_cache_is_dir(const char *file);
Eina_Bool evas_gl_common_file_cache_mkdir(const char *dir);
Eina_Bool evas_gl_common_file_cache_file_exists(const char *file);
Eina_Bool evas_gl_common_file_cache_mkpath_if_not_exists(const char *path);
Eina_Bool evas_gl_common_file_cache_mkpath(const char *path);
int evas_gl_common_file_cache_dir_check(char *cache_dir, int num);
int evas_gl_common_file_cache_file_check(const char *cache_dir, const char *cache_name, char *cache_file, int dir_num);
int evas_gl_common_file_cache_save(Evas_GL_Shared *shared);
void evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h);
void evas_gl_texture_pool_empty(Evas_GL_Texture_Pool *pt);
Evas_GL_Texture *evas_gl_common_texture_new(Evas_Engine_GL_Context *gc, RGBA_Image *im);
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);
Evas_GL_Texture *evas_gl_common_texture_render_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
Evas_GL_Texture *evas_gl_common_texture_dynamic_new(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
void evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im);
void evas_gl_common_texture_upload(Evas_GL_Texture *tex, RGBA_Image *im, unsigned int bytes_count);
void evas_gl_common_texture_free(Evas_GL_Texture *tex, Eina_Bool force);
Evas_GL_Texture *evas_gl_common_texture_alpha_new(Evas_Engine_GL_Context *gc, DATA8 *pixels, unsigned int w, unsigned int h, int fh);
void evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels, unsigned int w, unsigned int h, int fh);
Evas_GL_Texture *evas_gl_common_texture_yuv_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_yuy2_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_yuy2_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_nv12_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_nv12_update(Evas_GL_Texture *tex, DATA8 **row, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_nv12tiled_new(Evas_Engine_GL_Context *gc, DATA8 **rows, unsigned int w, unsigned int h);
void evas_gl_common_texture_nv12tiled_update(Evas_GL_Texture *tex, DATA8 **row, unsigned int w, unsigned int h);
Evas_GL_Texture *evas_gl_common_texture_rgb_a_pair_new(Evas_Engine_GL_Context *gc, RGBA_Image *im);
void evas_gl_common_texture_rgb_a_pair_update(Evas_GL_Texture *tex, RGBA_Image *im);
void evas_gl_common_image_alloc_ensure(Evas_GL_Image *im);
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);
Evas_GL_Image *evas_gl_common_image_mmap(Evas_Engine_GL_Context *gc, Eina_File *f, const char *key, Evas_Image_Load_Opts *lo, int *error);
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, Evas_Colorspace cspace);
Evas_GL_Image *evas_gl_common_image_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha, Evas_Colorspace cspace);
Evas_GL_Image *evas_gl_common_image_alpha_set(Evas_GL_Image *im, int alpha);
void evas_gl_common_image_scale_hint_set(Evas_GL_Image *im, int hint);
void evas_gl_common_image_content_hint_set(Evas_GL_Image *im, int hint);
void evas_gl_common_image_cache_flush(Evas_Engine_GL_Context *gc);
Evas_GL_Image *evas_gl_common_image_surface_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
void evas_gl_common_image_dirty(Evas_GL_Image *im, unsigned int x, unsigned int y, unsigned int w, unsigned int h);
void evas_gl_common_image_update(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
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);
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);
void *evas_gl_font_texture_new(void *gc, RGBA_Font_Glyph *fg);
void evas_gl_font_texture_free(void *);
void evas_gl_font_texture_draw(void *gc, void *surface, void *dc, RGBA_Font_Glyph *fg, int x, int y);
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);
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);
extern void (*glsym_glReleaseShaderCompiler)(void);
extern void *(*glsym_glMapBuffer) (GLenum a, GLenum b);
extern GLboolean (*glsym_glUnmapBuffer) (GLenum a);
#ifdef GL_GLES
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, int c, int d);
extern unsigned int (*secsym_eglUnmapImageSEC) (void *a, void *b, int c);
extern unsigned int (*secsym_eglGetImageAttribSEC) (void *a, void *b, int c, int *d);
#endif
Eina_Bool evas_gl_preload_push(Evas_GL_Texture_Async_Preload *async);
void evas_gl_preload_pop(Evas_GL_Texture *tex);
void evas_gl_preload_target_register(Evas_GL_Texture *tex, Eo *target);
void evas_gl_preload_target_unregister(Evas_GL_Texture *tex, Eo *target);
void pt_unref(Evas_GL_Texture_Pool *pt);
//#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
#define GLERRLOG() GLERR(__FUNCTION__, __FILE__, __LINE__, "")
Eina_Bool evas_gl_common_module_open(void);
void evas_gl_common_module_close(void);
static inline void
_tex_sub_2d(Evas_Engine_GL_Context *gc, int x, int y, int w, int h, int fmt, int type, const void *pix)
{
if ((w > gc->shared->info.max_texture_size) ||
(h > gc->shared->info.max_texture_size)) return;
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, fmt, type, pix);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
static inline void
_comp_tex_sub_2d(Evas_Engine_GL_Context *gc, int x, int y, int w, int h, int fmt, int imgsize, const void *pix)
{
if ((w > gc->shared->info.max_texture_size) ||
(h > gc->shared->info.max_texture_size)) return;
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, fmt, imgsize, pix);
GLERR(__FUNCTION__, __FILE__, __LINE__, "glCompressedTexSubImage2D");
}
#include "evas_gl_3d_common.h"
#endif