aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/evas/src/lib/Evas_GL.h
blob: fdfbaad254f5390174ea9b6774be4e38cd051b43 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
#ifndef _EVAS_GL_H
#define _EVAS_GL_H

#include <Evas.h>
//#include <GL/gl.h>

#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;

typedef enum _Evas_GL_Options_Bits
{
   EVAS_GL_OPTIONS_NONE    = 0,
   EVAS_GL_OPTIONS_DIRECT  = (1<<0)
} Evas_GL_Options_Bits;

struct _Evas_GL_Config
{
   Evas_GL_Color_Format     color_format;
   Evas_GL_Depth_Bits       depth_bits;
   Evas_GL_Stencil_Bits     stencil_bits;
   Evas_GL_Options_Bits     options_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 <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas_GL.h>
#include <stdio.h>

// GL related data here..
typedef struct _GLData
{
   Evas_GL_Context *ctx;
   Evas_GL_Surface *sfc;
   Evas_GL_Config  *cfg;
   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)
{
   // 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);

   // Set a surface config
   gld->cfg = evas_gl_config_new();
   gld->cfg->color_format = EVAS_GL_RGBA_8888;
   //gld->cfg->depth_bits   = EVAS_GL_DEPTH_NONE;        // Othe config options
   //gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
   //gld->cfg->options_bits = EVAS_GL_OPTIONS_NONE;

   // create a surface and context
   gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, 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_config_free(gld->cfg);
   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);

/**
 * Allocates a new config object for the user to fill out.
 *
 * As long as the Evas creates a config object for the user, it takes care
 * of the backward compatibility issue.
 */
EAPI Evas_GL_Config          *evas_gl_config_new         ();

/**
 * Frees a config object created from evas_gl_config_new.
 *
 * As long as the Evas creates a config object for the user, it takes care
 * of the backward compatibility issue.
 */
EAPI void                     evas_gl_config_free        (Evas_GL_Config *cfg) 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
/**
 * @}
 */