From dd7595a3475407a7fa96a97393bae8c5220e8762 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Wed, 4 Jan 2012 18:41:13 +1000 Subject: Add the base Enlightenment Foundation Libraries - eina, eet, evas, ecore, embryo, and edje. Note that embryo wont be used, but I'm not sure yet if you can build edje without it. --- libraries/evas/src/lib/Evas_GL.h | 1412 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 1412 insertions(+) create mode 100644 libraries/evas/src/lib/Evas_GL.h (limited to 'libraries/evas/src/lib/Evas_GL.h') diff --git a/libraries/evas/src/lib/Evas_GL.h b/libraries/evas/src/lib/Evas_GL.h new file mode 100644 index 0000000..04bedea --- /dev/null +++ b/libraries/evas/src/lib/Evas_GL.h @@ -0,0 +1,1412 @@ +#ifndef _EVAS_GL_H +#define _EVAS_GL_H + +#include +//#include + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct _Evas_GL Evas_GL; +typedef struct _Evas_GL_Surface Evas_GL_Surface; +typedef struct _Evas_GL_Context Evas_GL_Context; +typedef struct _Evas_GL_Config Evas_GL_Config; +typedef struct _Evas_GL_API Evas_GL_API; +typedef void *Evas_GL_Func; +typedef void *EvasGLImage; + +typedef enum _Evas_GL_Color_Format +{ + EVAS_GL_RGB_888 = 0, + EVAS_GL_RGBA_8888 = 1 +} Evas_GL_Color_Format; + +typedef enum _Evas_GL_Depth_Bits +{ + EVAS_GL_DEPTH_NONE = 0, + EVAS_GL_DEPTH_BIT_8 = 1, + EVAS_GL_DEPTH_BIT_16 = 2, + EVAS_GL_DEPTH_BIT_24 = 3, + EVAS_GL_DEPTH_BIT_32 = 4, +} Evas_GL_Depth_Bits; + +typedef enum _Evas_GL_Stencil_Bits +{ + EVAS_GL_STENCIL_NONE = 0, + EVAS_GL_STENCIL_BIT_1 = 1, + EVAS_GL_STENCIL_BIT_2 = 2, + EVAS_GL_STENCIL_BIT_4 = 3, + EVAS_GL_STENCIL_BIT_8 = 4, + EVAS_GL_STENCIL_BIT_16 = 5, +} Evas_GL_Stencil_Bits; + +struct _Evas_GL_Config +{ + Evas_GL_Color_Format color_format; + Evas_GL_Depth_Bits depth_bits; + Evas_GL_Stencil_Bits stencil_bits; +}; + +#define EVAS_GL_EXTENSIONS 1 + + +/** + * @defgroup Evas_GL Rendering GL on Evas + * + * Functions that are used to do OpenGL rendering on Evas. Evas allows you + * to use OpenGL to render to specially set up image objects (which act as + * render target surfaces). + * + * Below is an illlustrative example of how to use OpenGL to render to an + * object in Evas. + * + * @code +// Simple Evas_GL example +#include +#include +#include +#include + +// GL related data here.. +typedef struct _GLData +{ + Evas_GL_Context *ctx; + Evas_GL_Surface *sfc; + Evas_GL *evasgl; + Evas_GL_API *glapi; + GLuint program; + GLuint vtx_shader; + GLuint fgmt_shader; + Eina_Bool initialized : 1; +} GLData; + +// callbacks we want to handle deletion on the object and updates/draws +static void on_del (void *data, Evas *e, Evas_Object *obj, void *event_info); +static void on_pixels (void *data, Evas_Object *obj); +// demo - animator just to keep ticking over saying to draw the image +static Eina_Bool on_animate (void *data); +// gl stuff +static int init_shaders (GLData *gld); +static GLuint load_shader (GLData *gld, GLenum type, const char *shader_src); + +int +main(int argc, char **argv) +{ + // config for the surface for evas_gl + Evas_GL_Config config = + { + EVAS_GL_RGBA_8888, + EVAS_GL_DEPTH_NONE, + EVAS_GL_STENCIL_NONE + }; + // a size by default + int w = 256, h = 256; + // some variables we will use + Ecore_Evas *ee; + Evas *canvas; + Evas_Object *r1; + Evas_Native_Surface ns; + GLData *gld = NULL; + + // regular low-leve EFL (ecore+ecore-evas) init. elm is simpler + ecore_init(); + ecore_evas_init(); + ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512); + ecore_evas_title_set(ee, "Ecore_Evas Template"); + canvas = ecore_evas_get(ee); + + // alloc a data struct to hold our relevant gl info in + if (!(gld = calloc(1, sizeof(GLData)))) return 0; + + //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL) + //-// + // get the evas gl handle for doing gl things + gld->evasgl = evas_gl_new(canvas); + gld->glapi = evas_gl_api_get(gld->evasgl); + // create a surface and context + gld->sfc = evas_gl_surface_create(gld->evasgl, &config, w, h); + gld->ctx = evas_gl_context_create(gld->evasgl, NULL); + //-// + //-//-//-// END GL INIT BLOB + + // set up the image object. a filled one by default + r1 = evas_object_image_filled_add(canvas); + // attach important data we need to the object using key names. this just + // avoids some global variables and means we can do nice cleanup. you can + // avoid this if you are lazy + evas_object_data_set(r1, "..gld", gld); + // when the object is deleted - call the on_del callback. like the above, + // this is just being clean + evas_object_event_callback_add(r1, EVAS_CALLBACK_DEL, on_del, NULL); + // set up an actual pixel size fot the buffer data. it may be different + // to the output size. any windowing system has something like this, just + // evas has 2 sizes, a pixel size and the output object size + evas_object_image_size_set(r1, w, h); + // set up the native surface info to use the context and surface created + // above + + //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL) + //-// + evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns); + evas_object_image_native_surface_set(r1, &ns); + evas_object_image_pixels_get_callback_set(r1, on_pixels, r1); + //-// + //-//-//-// END GL INIT BLOB + + // move the image object somewhere, resize it and show it. any windowing + // system would need this kind of thing - place a child "window" + evas_object_move(r1, 128, 128); + evas_object_resize(r1, w, h); + evas_object_show(r1); + + // animating - just a demo. as long as you trigger an update on the image + // object via evas_object_image_pixels_dirty_set(). any display system, + // mainloop siztem etc. will have something of this kind unless it's making + // you spin infinitely yourself and invent your own animation mechanism + // + // NOTE: if you delete r1, this animator will keep running trying to access + // r1 so you'd better delete this animator with ecore_animator_del() or + // structure how you do animation differently. you can also attach it like + // evasgl, sfc, etc. etc. if this animator is specific to this object + // only and delete it in the del handler for the obj. + ecore_animator_add(on_animate, r1); + + // finally show the window for the world to see. windowing system generic + ecore_evas_show(ee); + + // begin the mainloop and tick over the animator, handle events etc. + // also windowing system generic + ecore_main_loop_begin(); + + // standard EFL shutdown stuff - generic for most systems, EFL or not + ecore_evas_shutdown(); + ecore_shutdown(); + return 0; +} + +static void +on_del(void *data, Evas *e, Evas_Object *obj, void *event_info) +{ + // on delete of our object clean up some things that don't get auto + // celeted for us as they are not intrinsically bound to the image + // object as such (you could use the same context and surface across + // multiple image objects and re-use the evasgl handle too multiple times. + // here we bind them to 1 object only though by doing this. + GLData *gld = evas_object_data_get(obj, "..gld"); + if (!gld) return; + Evas_GL_API *gl = gld->glapi; + + evas_object_data_del(obj, "..gld"); + + // Do a make_current before deleting all the GL stuff. + evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx); + gl->glDeleteShader(gld->vtx_shader); + gl->glDeleteShader(gld->fgmt_shader); + gl->glDeleteProgram(gld->program); + + evas_gl_surface_destroy(gld->evasgl, gld->sfc); + evas_gl_context_destroy(gld->evasgl, gld->ctx); + evas_gl_free(gld->evasgl); + free(gld); +} + +static void +on_pixels(void *data, Evas_Object *obj) +{ + // get some variable we need from the object data keys + GLData *gld = evas_object_data_get(obj, "..gld"); + if (!gld) return; + Evas_GL_API *gl = gld->glapi; + GLfloat vVertices[] = + { + 0.0f, 0.5f, 0.0f, + -0.5f, -0.5f, 0.0f, + 0.5f, -0.5f, 0.0f + }; + int w, h; + + // get the image size in case it changed with evas_object_image_size_set() + evas_object_image_size_get(obj, &w, &h); + // set up the context and surface as the current one + evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx); + + if (!gld->initialized) + { + if (!init_shaders(gld)) printf("Error Initializing Shaders\n"); + gld->initialized = EINA_TRUE; + } + + // GL Viewport stuff. you can avoid doing this if viewport is all the + // same as last frame if you want + gl->glViewport(0, 0, w, h); + + // Clear the buffer + gl->glClearColor(1.0, 0.0, 0.0, 1); + gl->glClear(GL_COLOR_BUFFER_BIT); + + // Draw a Triangle + gl->glEnable(GL_BLEND); + + gl->glUseProgram(gld->program); + + gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices); + gl->glEnableVertexAttribArray(0); + + gl->glDrawArrays(GL_TRIANGLES, 0, 3); + + // Optional - Flush the GL pipeline + gl->glFlush(); +} + +static Eina_Bool +on_animate(void *data) +{ + // just a demo - animate here whenever an animation tick happens and then + // mark the image as "dirty" meaning it needs an update next time evas + // renders. it will call the pixel get callback then. + evas_object_image_pixels_dirty_set(data, EINA_TRUE); + return EINA_TRUE; // keep looping +} + +static GLuint +load_shader(GLData *gld, GLenum type, const char *shader_src) +{ + Evas_GL_API *gl = gld->glapi; + GLuint shader; + GLint compiled = 0; + + // Create the shader object + if (!(shader = gl->glCreateShader(type))) return 0; + gl->glShaderSource(shader, 1, &shader_src, NULL); + // Compile the shader + gl->glCompileShader(shader); + gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); + + if (!compiled) + { + GLint len = 0; + + gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); + if (len > 1) + { + char *info = malloc(sizeof(char) * len); + + if (info) + { + gl->glGetShaderInfoLog(shader, len, NULL, info); + printf("Error compiling shader:\n" + "%s\n", info); + free(info); + } + } + gl->glDeleteShader(shader); + return 0; + } + return shader; +} + +// Initialize the shader and program object +static int +init_shaders(GLData *gld) +{ + Evas_GL_API *gl = gld->glapi; + const char vShaderStr[] = + "attribute vec4 vPosition; \n" + "void main() \n" + "{ \n" + " gl_Position = vPosition; \n" + "} \n"; + const char fShaderStr[] = + "precision mediump float; \n" + "void main() \n" + "{ \n" + " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n" + "} \n"; + GLint linked = 0; + + // Load the vertex/fragment shaders + gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, vShaderStr); + gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr); + + // Create the program object + if (!(gld->program = gl->glCreateProgram())) return 0; + + gl->glAttachShader(gld->program, gld->vtx_shader); + gl->glAttachShader(gld->program, gld->fgmt_shader); + + // Bind vPosition to attribute 0 + gl->glBindAttribLocation(gld->program, 0, "vPosition"); + // Link the program + gl->glLinkProgram(gld->program); + gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked); + + if (!linked) + { + GLint len = 0; + + gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len); + if (len > 1) + { + char *info = malloc(sizeof(char) * len); + + if (info) + { + gl->glGetProgramInfoLog(gld->program, len, NULL, info); + printf("Error linking program:\n" + "%s\n", info); + free(info); + } + } + gl->glDeleteProgram(gld->program); + return 0; + } + return 1; +} + * @endcode + * + * @ingroup Evas_Canvas + */ + +/** + * @addtogroup Evas_GL + * @{ + */ + +/** + * Creates a new Evas_GL object and returns a handle for gl rendering on efl. + * + * @param e The given evas canvas OpenGL is to be used on. + * @return The created evas_gl object, or NULl on fasilure. + */ +EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1); + +/** + * Frees the created Evas_GL object. + * + * @param evas_gl The given Evas_GL object. + */ +EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1); + +/** + * Creates and returns new Evas_GL_Surface object for GL Rendering. + * + * @param evas_gl The given Evas_GL object. + * @param config The pixel format and configuration of the rendering surface. + * @param width The width of the surface. + * @param height The height of the surface. + * @return The created GL surface object, or NULL on failure. + */ +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); + +/** + * Destroys the created Evas GL Surface. + * + * @param evas_gl The given Evas_GL object. + * @param surf The given GL surface object. + */ +EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2); + +/** + * Creates and returns a new Evas GL context object + * + * @param evas_gl The given Evas_GL object. + * @return The created context, or NULL on failure. + */ +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); + +/** + * Destroys the given Evas GL context object + * + * @param evas_gl The given Evas_GL object. + * @param ctx The given Evas GL context. + */ +EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2); + +/** + * Sets the given context as a current context for the given surface + * + * @param evas_gl The given Evas_GL object. + * @param surf The given Evas GL surface. + * @param ctx The given Evas GL context. + * @return EINA_TRUE if successful, EINA_FALSE if not. + */ +EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2); + +/** + * Returns a pointer to a static, zero-terminated string describing some aspect of evas_gl. + * + * @param evas_gl The given Evas_GL object. + * @param name Specifies a symbolic constant, one of EVAS_GL_EXTENSIONS... + */ +EAPI const char *evas_gl_string_query (Evas_GL *evas_gl, int name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_PURE; + +/** + * Returns a GL or the Glue Layer's extension function. + * + * @param evas_gl The given Evas_GL object. + * @param name The name of the function to return. + */ +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; + +/** + * Fills in the Native Surface information from the given Evas GL surface. + * + * @param evas_gl The given Evas_GL object. + * @param surf The given Evas GL surface to retrieve the Native Surface info from. + * @param ns The native surface structure that the function fills in. + * @return EINA_TRUE if successful, EINA_FALSE if not. + */ +EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3); + +/** + * Get the API for rendering using OpenGL + * + * @param evas_gl The given Eva_GL object. + * @return The API to use. + * + * This returns a structure that contains all the OpenGL functions you can + * use to render in Evas. These functions consist of all the standard + * OpenGL-ES2.0 functions and any extra ones Evas has decided to provide in + * addition. This means that if you have your code ported to OpenGL-ES2.0, + * it will be easy to render to Evas. + * + */ +EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1); + +#if !defined(__gl_h_) && !defined(__gl2_h_) +# define __gl_h_ +# define __gl2_h_ + +/* + * This document is licensed under the SGI Free Software B License Version + * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . + */ + +/*------------------------------------------------------------------------- + * Data type definitions + *-----------------------------------------------------------------------*/ + +typedef void GLvoid; +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef signed char GLbyte; // Changed khronos_int8_t +typedef short GLshort; +typedef int GLint; +typedef int GLsizei; +typedef unsigned char GLubyte; // Changed khronos_uint8_t +typedef unsigned short GLushort; +typedef unsigned int GLuint; +typedef float GLfloat; // Changed khronos_float_t +typedef float GLclampf; // Changed khronos_float_t +typedef signed int GLfixed; // Changed khronos_int32_t + +/* GL types for handling large vertex buffer objects */ +typedef signed long int GLintptr; // Changed khronos_intptr_t +typedef signed long int GLsizeiptr; // Changed khronos_ssize_t + +//#if (!defined(__gl2_h_) && !defined(__gl_h_)) + +/* OpenGL ES core versions */ +//#define GL_ES_VERSION_2_0 1 + +/* ClearBufferMask */ +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 + +/* Boolean */ +#define GL_FALSE 0 +#define GL_TRUE 1 + +/* BeginMode */ +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 + +/* AlphaFunction (not supported in ES20) */ +/* GL_NEVER */ +/* GL_LESS */ +/* GL_EQUAL */ +/* GL_LEQUAL */ +/* GL_GREATER */ +/* GL_NOTEQUAL */ +/* GL_GEQUAL */ +/* GL_ALWAYS */ + +/* BlendingFactorDest */ +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 + +/* BlendingFactorSrc */ +/* GL_ZERO */ +/* GL_ONE */ +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +/* GL_SRC_ALPHA */ +/* GL_ONE_MINUS_SRC_ALPHA */ +/* GL_DST_ALPHA */ +/* GL_ONE_MINUS_DST_ALPHA */ + +/* BlendEquationSeparate */ +#define GL_FUNC_ADD 0x8006 +#define GL_BLEND_EQUATION 0x8009 +#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */ +#define GL_BLEND_EQUATION_ALPHA 0x883D + +/* BlendSubtract */ +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B + +/* Separate Blend Functions */ +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BLEND_COLOR 0x8005 + +/* Buffer Objects */ +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 + +#define GL_STREAM_DRAW 0x88E0 +#define GL_STATIC_DRAW 0x88E4 +#define GL_DYNAMIC_DRAW 0x88E8 + +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 + +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 + +/* CullFaceMode */ +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 + +/* DepthFunction */ +/* GL_NEVER */ +/* GL_LESS */ +/* GL_EQUAL */ +/* GL_LEQUAL */ +/* GL_GREATER */ +/* GL_NOTEQUAL */ +/* GL_GEQUAL */ +/* GL_ALWAYS */ + +/* EnableCap */ +#define GL_TEXTURE_2D 0x0DE1 +#define GL_CULL_FACE 0x0B44 +#define GL_BLEND 0x0BE2 +#define GL_DITHER 0x0BD0 +#define GL_STENCIL_TEST 0x0B90 +#define GL_DEPTH_TEST 0x0B71 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_COVERAGE 0x80A0 + +/* ErrorCode */ +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 + +/* FrontFaceDirection */ +#define GL_CW 0x0900 +#define GL_CCW 0x0901 + +/* GetPName */ +#define GL_LINE_WIDTH 0x0B21 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VIEWPORT 0x0BA2 +#define GL_SCISSOR_BOX 0x0C10 +/* GL_SCISSOR_TEST */ +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +/* GL_POLYGON_OFFSET_FILL */ +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB + +/* GetTextureParameter */ +/* GL_TEXTURE_MAG_FILTER */ +/* GL_TEXTURE_MIN_FILTER */ +/* GL_TEXTURE_WRAP_S */ +/* GL_TEXTURE_WRAP_T */ + +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 + +/* HintMode */ +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 + +/* HintTarget */ +#define GL_GENERATE_MIPMAP_HINT 0x8192 + +/* DataType */ +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_FIXED 0x140C + +/* PixelFormat */ +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A + +/* PixelType */ +/* GL_UNSIGNED_BYTE */ +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 + +/* Shaders */ +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_SHADER_TYPE 0x8B4F +#define GL_DELETE_STATUS 0x8B80 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D + +/* StencilFunction */ +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 + +/* StencilOp */ +/* GL_ZERO */ +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_INVERT 0x150A +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 + +/* StringName */ +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 + +/* TextureMagFilter */ +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 + +/* TextureMinFilter */ +/* GL_NEAREST */ +/* GL_LINEAR */ +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 + +/* TextureParameterName */ +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 + +/* TextureTarget */ +/* GL_TEXTURE_2D */ +#define GL_TEXTURE 0x1702 + +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C + +/* TextureUnit */ +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 + +/* TextureWrapMode */ +#define GL_REPEAT 0x2901 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_MIRRORED_REPEAT 0x8370 + +/* Uniform Types */ +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_CUBE 0x8B60 + +/* Vertex Arrays */ +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F + +/* Read Format */ +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B + +/* Shader Source */ +#define GL_COMPILE_STATUS 0x8B81 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_SHADER_COMPILER 0x8DFA + +/* Shader Binary */ +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 + +/* Shader Precision-Specified Types */ +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 + +/* Framebuffer Object. */ +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 + +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGB565 0x8D62 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_STENCIL_INDEX 0x1901 +#define GL_STENCIL_INDEX8 0x8D48 + +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 + +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 + +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 + +#define GL_NONE 0 + +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD + +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 + +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 + +//---------------------------// +// GLES extension defines + +/* GL_OES_compressed_ETC1_RGB8_texture */ +#define GL_ETC1_RGB8_OES 0x8D64 + +/* GL_OES_compressed_paletted_texture */ +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 + +/* GL_OES_depth24 */ +#define GL_DEPTH_COMPONENT24_OES 0x81A6 + +/* GL_OES_depth32 */ +#define GL_DEPTH_COMPONENT32_OES 0x81A7 + +/* GL_OES_get_program_binary */ +#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE +#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF + +/* GL_OES_mapbuffer */ +#define GL_WRITE_ONLY_OES 0x88B9 +#define GL_BUFFER_ACCESS_OES 0x88BB +#define GL_BUFFER_MAPPED_OES 0x88BC +#define GL_BUFFER_MAP_POINTER_OES 0x88BD + +/* GL_OES_packed_depth_stencil */ +#define GL_DEPTH_STENCIL_OES 0x84F9 +#define GL_UNSIGNED_INT_24_8_OES 0x84FA +#define GL_DEPTH24_STENCIL8_OES 0x88F0 + +/* GL_OES_rgb8_rgba8 */ +#define GL_RGB8_OES 0x8051 +#define GL_RGBA8_OES 0x8058 + +/* GL_OES_standard_derivatives */ +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B + +/* GL_OES_stencil1 */ +#define GL_STENCIL_INDEX1_OES 0x8D46 + +/* GL_OES_stencil4 */ +#define GL_STENCIL_INDEX4_OES 0x8D47 + +/* GL_OES_texture_3D */ +#define GL_TEXTURE_WRAP_R_OES 0x8072 +#define GL_TEXTURE_3D_OES 0x806F +#define GL_TEXTURE_BINDING_3D_OES 0x806A +#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073 +#define GL_SAMPLER_3D_OES 0x8B5F +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4 + +/* GL_OES_texture_float */ +/* No new tokens introduced by this extension. */ + +/* GL_OES_texture_float_linear */ +/* No new tokens introduced by this extension. */ + +/* GL_OES_texture_half_float */ +#define GL_HALF_FLOAT_OES 0x8D61 + +/* GL_OES_texture_half_float_linear */ +/* No new tokens introduced by this extension. */ + +/* GL_OES_texture_npot */ +/* No new tokens introduced by this extension. */ + +/* GL_OES_vertex_half_float */ +/* GL_HALF_FLOAT_OES defined in GL_OES_texture_half_float already. */ + +/* GL_OES_vertex_type_10_10_10_2 */ +#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6 +#define GL_INT_10_10_10_2_OES 0x8DF7 + +/*------------------------------------------------------------------------* + * AMD extension tokens + *------------------------------------------------------------------------*/ + +/* GL_AMD_compressed_3DC_texture */ +#define GL_3DC_X_AMD 0x87F9 +#define GL_3DC_XY_AMD 0x87FA + +/* GL_AMD_compressed_ATC_texture */ +#define GL_ATC_RGB_AMD 0x8C92 +#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 +#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE + +/* GL_AMD_performance_monitor */ +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 + +/* GL_AMD_program_binary_Z400 */ +#define GL_Z400_BINARY_AMD 0x8740 + +/*------------------------------------------------------------------------* + * EXT extension tokens + *------------------------------------------------------------------------*/ + +/* GL_EXT_blend_minmax */ +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 + +/* GL_EXT_discard_framebuffer */ +#define GL_COLOR_EXT 0x1800 +#define GL_DEPTH_EXT 0x1801 +#define GL_STENCIL_EXT 0x1802 + +/* GL_EXT_multi_draw_arrays */ +/* No new tokens introduced by this extension. */ + +/* GL_EXT_read_format_bgra */ +#define GL_BGRA_EXT 0x80E1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 + +/* GL_EXT_texture_filter_anisotropic */ +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + +/* GL_EXT_texture_format_BGRA8888 */ +#define GL_BGRA_EXT 0x80E1 + +/* GL_EXT_texture_type_2_10_10_10_REV */ +#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 + +/*------------------------------------------------------------------------* + * IMG extension tokens + *------------------------------------------------------------------------*/ + +/* GL_IMG_program_binary */ +#define GL_SGX_PROGRAM_BINARY_IMG 0x9130 + +/* GL_IMG_read_format */ +#define GL_BGRA_IMG 0x80E1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365 + +/* GL_IMG_shader_binary */ +#define GL_SGX_BINARY_IMG 0x8C0A + +/* GL_IMG_texture_compression_pvrtc */ +#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 + +/*------------------------------------------------------------------------* + * NV extension tokens + *------------------------------------------------------------------------*/ + +/* GL_NV_fence */ +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 + +/*------------------------------------------------------------------------* + * QCOM extension tokens + *------------------------------------------------------------------------*/ + +/* GL_QCOM_driver_control */ +/* No new tokens introduced by this extension. */ + +/* GL_QCOM_extended_get */ +#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 +#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 +#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 +#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 +#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 +#define GL_TEXTURE_TYPE_QCOM 0x8BD7 +#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 +#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 +#define GL_TEXTURE_TARGET_QCOM 0x8BDA +#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB +#define GL_STATE_RESTORE 0x8BDC + +/* GL_QCOM_extended_get2 */ +/* No new tokens introduced by this extension. */ + +/* GL_QCOM_perfmon_global_mode */ +#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 + +/* GL_QCOM_writeonly_rendering */ +#define GL_WRITEONLY_RENDERING_QCOM 0x8823 + +/*------------------------------------------------------------------------* + * End of extension tokens, start of corresponding extension functions + *------------------------------------------------------------------------*/ + +/* EvasGL_KHR_image */ +#define EVAS_GL_NATIVE_PIXMAP 0x30B0 /* evasglCreateImage target */ + +/* EvasGL_KHR_vg_parent_image */ +#define EVAS_VG_PARENT_IMAGE 0x30BA /* evasglCreateImage target */ + +/* EvasGL_KHR_gl_texture_2D_image */ +#define EVAS_GL_TEXTURE_2D 0x30B1 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_LEVEL 0x30BC /* evasglCreateImage attribute */ + +/* EvasGL_KHR_gl_texture_cubemap_image */ +#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 /* evasglCreateImage target */ + +/* EvasGL_KHR_gl_texture_3D_image */ +#define EVAS_GL_TEXTURE_3D 0x30B2 /* evasglCreateImage target */ +#define EVAS_GL_TEXTURE_ZOFFSET 0x30BD /* evasglCreateImage attribute */ + +/* EvasGL_KHR_gl_renderbuffer_image */ +#define EVAS_GL_RENDERBUFFER 0x30B9 /* evasglCreateImage target */ + +#else +# ifndef EVAS_GL_NO_GL_H_CHECK +# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers." +# endif +#endif + +#define EVAS_GL_API_VERSION 1 +struct _Evas_GL_API +{ + int version; + + /* version 1: */ + /*------- GLES 2.0 -------*/ + void (*glActiveTexture) (GLenum texture); + void (*glAttachShader) (GLuint program, GLuint shader); + void (*glBindAttribLocation) (GLuint program, GLuint index, const char* name); + void (*glBindBuffer) (GLenum target, GLuint buffer); + void (*glBindFramebuffer) (GLenum target, GLuint framebuffer); + void (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer); + void (*glBindTexture) (GLenum target, GLuint texture); + void (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + void (*glBlendEquation) ( GLenum mode ); + void (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha); + void (*glBlendFunc) (GLenum sfactor, GLenum dfactor); + void (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + void (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage); + void (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); + GLenum (*glCheckFramebufferStatus) (GLenum target); + void (*glClear) (GLbitfield mask); + void (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + void (*glClearDepthf) (GLclampf depth); + void (*glClearStencil) (GLint s); + void (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); + void (*glCompileShader) (GLuint shader); + void (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); + void (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); + void (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); + void (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); + GLuint (*glCreateProgram) (void); + GLuint (*glCreateShader) (GLenum type); + void (*glCullFace) (GLenum mode); + void (*glDeleteBuffers) (GLsizei n, const GLuint* buffers); + void (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers); + void (*glDeleteProgram) (GLuint program); + void (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers); + void (*glDeleteShader) (GLuint shader); + void (*glDeleteTextures) (GLsizei n, const GLuint* textures); + void (*glDepthFunc) (GLenum func); + void (*glDepthMask) (GLboolean flag); + void (*glDepthRangef) (GLclampf zNear, GLclampf zFar); + void (*glDetachShader) (GLuint program, GLuint shader); + void (*glDisable) (GLenum cap); + void (*glDisableVertexAttribArray) (GLuint index); + void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count); + void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices); + void (*glEnable) (GLenum cap); + void (*glEnableVertexAttribArray) (GLuint index); + void (*glFinish) (void); + void (*glFlush) (void); + void (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + void (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + void (*glFrontFace) (GLenum mode); + void (*glGenBuffers) (GLsizei n, GLuint* buffers); + void (*glGenerateMipmap) (GLenum target); + void (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers); + void (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers); + void (*glGenTextures) (GLsizei n, GLuint* textures); + void (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); + void (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); + void (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); + int (*glGetAttribLocation) (GLuint program, const char* name); + void (*glGetBooleanv) (GLenum pname, GLboolean* params); + void (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params); + GLenum (*glGetError) (void); + void (*glGetFloatv) (GLenum pname, GLfloat* params); + void (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params); + void (*glGetIntegerv) (GLenum pname, GLint* params); + void (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params); + void (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); + void (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params); + void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params); + void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); + void (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); + void (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source); + const GLubyte* (*glGetString) (GLenum name); + void (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params); + void (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params); + void (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params); + void (*glGetUniformiv) (GLuint program, GLint location, GLint* params); + int (*glGetUniformLocation) (GLuint program, const char* name); + void (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params); + void (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params); + void (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer); + void (*glHint) (GLenum target, GLenum mode); + GLboolean (*glIsBuffer) (GLuint buffer); + GLboolean (*glIsEnabled) (GLenum cap); + GLboolean (*glIsFramebuffer) (GLuint framebuffer); + GLboolean (*glIsProgram) (GLuint program); + GLboolean (*glIsRenderbuffer) (GLuint renderbuffer); + GLboolean (*glIsShader) (GLuint shader); + GLboolean (*glIsTexture) (GLuint texture); + void (*glLineWidth) (GLfloat width); + void (*glLinkProgram) (GLuint program); + void (*glPixelStorei) (GLenum pname, GLint param); + void (*glPolygonOffset) (GLfloat factor, GLfloat units); + void (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); + void (*glReleaseShaderCompiler) (void); + void (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + void (*glSampleCoverage) (GLclampf value, GLboolean invert); + void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height); + void (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length); + void (*glShaderSource) (GLuint shader, GLsizei count, const char** string, const GLint* length); + void (*glStencilFunc) (GLenum func, GLint ref, GLuint mask); + void (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask); + void (*glStencilMask) (GLuint mask); + void (*glStencilMaskSeparate) (GLenum face, GLuint mask); + void (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass); + void (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass); + void (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels); + void (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param); + void (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params); + void (*glTexParameteri) (GLenum target, GLenum pname, GLint param); + void (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params); + void (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels); + void (*glUniform1f) (GLint location, GLfloat x); + void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v); + void (*glUniform1i) (GLint location, GLint x); + void (*glUniform1iv) (GLint location, GLsizei count, const GLint* v); + void (*glUniform2f) (GLint location, GLfloat x, GLfloat y); + void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v); + void (*glUniform2i) (GLint location, GLint x, GLint y); + void (*glUniform2iv) (GLint location, GLsizei count, const GLint* v); + void (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z); + void (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v); + void (*glUniform3i) (GLint location, GLint x, GLint y, GLint z); + void (*glUniform3iv) (GLint location, GLsizei count, const GLint* v); + void (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v); + void (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w); + void (*glUniform4iv) (GLint location, GLsizei count, const GLint* v); + void (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void (*glUseProgram) (GLuint program); + void (*glValidateProgram) (GLuint program); + void (*glVertexAttrib1f) (GLuint indx, GLfloat x); + void (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values); + void (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y); + void (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values); + void (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z); + void (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values); + void (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values); + void (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); + void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height); + + /*------- GLES 2.0 Extensions -------*/ + // Notice these two names have been changed to fit Evas GL and not EGL! + /* GL_OES_EvasGL_image */ + void (*glEvasGLImageTargetTexture2DOES) (GLenum target, EvasGLImage image); + void (*glEvasGLImageTargetRenderbufferStorageOES) (GLenum target, EvasGLImage image); + + /* GL_OES_get_program_binary */ + void (*glGetProgramBinaryOES) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); + void (*glProgramBinaryOES) (GLuint program, GLenum binaryFormat, const void *binary, GLint length); + /* GL_OES_mapbuffer */ + void* (*glMapBufferOES) (GLenum target, GLenum access); + GLboolean (*glUnmapBufferOES) (GLenum target); + void (*glGetBufferPointervOES) (GLenum target, GLenum pname, void** params); + /* GL_OES_texture_3D */ + void (*glTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels); + void (*glTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels); + void (*glCopyTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); + void (*glCompressedTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data); + void (*glCompressedTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data); + void (*glFramebufferTexture3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); + + /* AMD_performance_monitor */ + void (*glGetPerfMonitorGroupsAMD) (GLint* numGroups, GLsizei groupsSize, GLuint* groups); + void (*glGetPerfMonitorCountersAMD) (GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters); + void (*glGetPerfMonitorGroupStringAMD) (GLuint group, GLsizei bufSize, GLsizei* length, char* groupString); + void (*glGetPerfMonitorCounterStringAMD) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char* counterString); + void (*glGetPerfMonitorCounterInfoAMD) (GLuint group, GLuint counter, GLenum pname, void* data); + void (*glGenPerfMonitorsAMD) (GLsizei n, GLuint* monitors); + void (*glDeletePerfMonitorsAMD) (GLsizei n, GLuint* monitors); + void (*glSelectPerfMonitorCountersAMD) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList); + void (*glBeginPerfMonitorAMD) (GLuint monitor); + void (*glEndPerfMonitorAMD) (GLuint monitor); + void (*glGetPerfMonitorCounterDataAMD) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten); + + /* GL_EXT_discard_framebuffer */ + void (*glDiscardFramebufferEXT) (GLenum target, GLsizei numAttachments, const GLenum* attachments); + + /* GL_EXT_multi_draw_arrays */ + void (*glMultiDrawArraysEXT) (GLenum mode, GLint* first, GLsizei* count, GLsizei primcount); + void (*glMultiDrawElementsEXT) (GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount); + + /* GL_NV_fence */ + void (*glDeleteFencesNV) (GLsizei n, const GLuint* fences); + void (*glGenFencesNV) (GLsizei n, GLuint* fences); + GLboolean (*glIsFenceNV) (GLuint fence); + GLboolean (*glTestFenceNV) (GLuint fence); + void (*glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params); + void (*glFinishFenceNV) (GLuint fence); + void (*glSetFenceNV) (GLuint, GLenum); + + /* GL_QCOM_driver_control */ + void (*glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls); + void (*glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString); + void (*glEnableDriverControlQCOM) (GLuint driverControl); + void (*glDisableDriverControlQCOM) (GLuint driverControl); + + /* GL_QCOM_extended_get */ + void (*glExtGetTexturesQCOM) (GLuint* textures, GLint maxTextures, GLint* numTextures); + void (*glExtGetBuffersQCOM) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers); + void (*glExtGetRenderbuffersQCOM) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers); + void (*glExtGetFramebuffersQCOM) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers); + void (*glExtGetTexLevelParameterivQCOM) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params); + void (*glExtTexObjectStateOverrideiQCOM) (GLenum target, GLenum pname, GLint param); + void (*glExtGetTexSubImageQCOM) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void* texels); + void (*glExtGetBufferPointervQCOM) (GLenum target, void** params); + + + /* GL_QCOM_extended_get2 */ + void (*glExtGetShadersQCOM) (GLuint* shaders, GLint maxShaders, GLint* numShaders); + void (*glExtGetProgramsQCOM) (GLuint* programs, GLint maxPrograms, GLint* numPrograms); + GLboolean (*glExtIsProgramBinaryQCOM) (GLuint program); + void (*glExtGetProgramBinarySourceQCOM) (GLuint program, GLenum shadertype, char* source, GLint* length); + + //------- EGL Related Extensions -------// + /* EvasGL_KHR_image */ + EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list); + void (*evasglDestroyImage) (EvasGLImage image); + + /* future calls will be added down here for expansion */ + /* version 2: */ +}; + + +#ifdef __cplusplus +} +#endif + +#endif +/** + * @} + */ -- cgit v1.1