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|
#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
/**
* @}
*/
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