Functions that are used to do OpenGL rendering on Evas. More...

Data Structures

struct  _Evas_GL_Config
 Evas GL Surface configuration. More...
 
struct  _Evas_GL_API
 

Macros

#define EVAS_GL_EXTENSIONS   1
 
#define __gl_h_
 
#define __gl2_h_
 
#define GL_DEPTH_BUFFER_BIT   0x00000100
 
#define GL_STENCIL_BUFFER_BIT   0x00000400
 
#define GL_COLOR_BUFFER_BIT   0x00004000
 
#define GL_FALSE   0
 
#define GL_TRUE   1
 
#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
 
#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
 
#define GL_DST_COLOR   0x0306
 
#define GL_ONE_MINUS_DST_COLOR   0x0307
 
#define GL_SRC_ALPHA_SATURATE   0x0308
 
#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
 
#define GL_FUNC_SUBTRACT   0x800A
 
#define GL_FUNC_REVERSE_SUBTRACT   0x800B
 
#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
 
#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
 
#define GL_FRONT   0x0404
 
#define GL_BACK   0x0405
 
#define GL_FRONT_AND_BACK   0x0408
 
#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
 
#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
 
#define GL_CW   0x0900
 
#define GL_CCW   0x0901
 
#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
 
#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
 
#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
 
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS   0x86A2
 
#define GL_COMPRESSED_TEXTURE_FORMATS   0x86A3
 
#define GL_DONT_CARE   0x1100
 
#define GL_FASTEST   0x1101
 
#define GL_NICEST   0x1102
 
#define GL_GENERATE_MIPMAP_HINT   0x8192
 
#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
 
#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
 
#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
 
#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
 
#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
 
#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
 
#define GL_VENDOR   0x1F00
 
#define GL_RENDERER   0x1F01
 
#define GL_VERSION   0x1F02
 
#define GL_EXTENSIONS   0x1F03
 
#define GL_NEAREST   0x2600
 
#define GL_LINEAR   0x2601
 
#define GL_NEAREST_MIPMAP_NEAREST   0x2700
 
#define GL_LINEAR_MIPMAP_NEAREST   0x2701
 
#define GL_NEAREST_MIPMAP_LINEAR   0x2702
 
#define GL_LINEAR_MIPMAP_LINEAR   0x2703
 
#define GL_TEXTURE_MAG_FILTER   0x2800
 
#define GL_TEXTURE_MIN_FILTER   0x2801
 
#define GL_TEXTURE_WRAP_S   0x2802
 
#define GL_TEXTURE_WRAP_T   0x2803
 
#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
 
#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
 
#define GL_REPEAT   0x2901
 
#define GL_CLAMP_TO_EDGE   0x812F
 
#define GL_MIRRORED_REPEAT   0x8370
 
#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
 
#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
 
#define GL_IMPLEMENTATION_COLOR_READ_TYPE   0x8B9A
 
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT   0x8B9B
 
#define GL_COMPILE_STATUS   0x8B81
 
#define GL_INFO_LOG_LENGTH   0x8B84
 
#define GL_SHADER_SOURCE_LENGTH   0x8B88
 
#define GL_SHADER_COMPILER   0x8DFA
 
#define GL_SHADER_BINARY_FORMATS   0x8DF8
 
#define GL_NUM_SHADER_BINARY_FORMATS   0x8DF9
 
#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
 
#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
 
#define __glext_h_
 
#define __gl2ext_h_
 
#define GL_ETC1_RGB8_OES   0x8D64
 
#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
 
#define GL_DEPTH_COMPONENT24_OES   0x81A6
 
#define GL_DEPTH_COMPONENT32_OES   0x81A7
 
#define GL_PROGRAM_BINARY_LENGTH_OES   0x8741
 
#define GL_NUM_PROGRAM_BINARY_FORMATS_OES   0x87FE
 
#define GL_PROGRAM_BINARY_FORMATS_OES   0x87FF
 
#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
 
#define GL_DEPTH_STENCIL_OES   0x84F9
 
#define GL_UNSIGNED_INT_24_8_OES   0x84FA
 
#define GL_DEPTH24_STENCIL8_OES   0x88F0
 
#define GL_RGB8_OES   0x8051
 
#define GL_RGBA8_OES   0x8058
 
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES   0x8B8B
 
#define GL_STENCIL_INDEX1_OES   0x8D46
 
#define GL_STENCIL_INDEX4_OES   0x8D47
 
#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
 
#define GL_HALF_FLOAT_OES   0x8D61
 
#define GL_UNSIGNED_INT_10_10_10_2_OES   0x8DF6
 
#define GL_INT_10_10_10_2_OES   0x8DF7
 
#define GL_3DC_X_AMD   0x87F9
 
#define GL_3DC_XY_AMD   0x87FA
 
#define GL_ATC_RGB_AMD   0x8C92
 
#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD   0x8C93
 
#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD   0x87EE
 
#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
 
#define GL_Z400_BINARY_AMD   0x8740
 
#define GL_MIN_EXT   0x8007
 
#define GL_MAX_EXT   0x8008
 
#define GL_COLOR_EXT   0x1800
 
#define GL_DEPTH_EXT   0x1801
 
#define GL_STENCIL_EXT   0x1802
 
#define GL_BGRA_EXT   0x80E1
 
#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
 
#define GL_TEXTURE_MAX_ANISOTROPY_EXT   0x84FE
 
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
 
#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT   0x8368
 
#define GL_SGX_PROGRAM_BINARY_IMG   0x9130
 
#define GL_BGRA_IMG   0x80E1
 
#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG   0x8365
 
#define GL_SGX_BINARY_IMG   0x8C0A
 
#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
 
#define GL_RENDERBUFFER_SAMPLES_IMG   0x9133
 
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG   0x9134
 
#define GL_MAX_SAMPLES_IMG   0x9135
 
#define GL_TEXTURE_SAMPLES_IMG   0x9136
 
#define GL_ALL_COMPLETED_NV   0x84F2
 
#define GL_FENCE_STATUS_NV   0x84F3
 
#define GL_FENCE_CONDITION_NV   0x84F4
 
#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
 
#define GL_PERFMON_GLOBAL_MODE_QCOM   0x8FA0
 
#define GL_WRITEONLY_RENDERING_QCOM   0x8823
 
#define EVAS_GL_NATIVE_PIXMAP   0x30B0 /* evasglCreateImage target */
 
#define EVAS_VG_PARENT_IMAGE   0x30BA /* evasglCreateImage target */
 
#define EVAS_GL_TEXTURE_2D   0x30B1 /* evasglCreateImage target */
 
#define EVAS_GL_TEXTURE_LEVEL   0x30BC /* evasglCreateImage attribute */
 
#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 */
 
#define EVAS_GL_TEXTURE_3D   0x30B2 /* evasglCreateImage target */
 
#define EVAS_GL_TEXTURE_ZOFFSET   0x30BD /* evasglCreateImage attribute */
 
#define EVAS_GL_RENDERBUFFER   0x30B9 /* evasglCreateImage target */
 
#define EVAS_GL_API_VERSION   1
 

Typedefs

typedef struct _Evas_GL Evas_GL
 Evas GL Object for rendering gl in Evas.
 
typedef struct _Evas_GL_Surface Evas_GL_Surface
 Evas GL Surface object, a GL rendering target in Evas GL.
 
typedef struct _Evas_GL_Context Evas_GL_Context
 Evas GL Context object, a GL rendering context in Evas GL.
 
typedef struct _Evas_GL_Config Evas_GL_Config
 Evas GL Surface configuration object for surface creation.
 
typedef struct _Evas_GL_API Evas_GL_API
 Evas GL API object that contains the GL APIs to be used in Evas GL.
 
typedef void * Evas_GL_Func
 Evas GL Function Object used as a function pointer.
 
typedef void * EvasGLImage
 Evas GL Image Object used in Evas GL Image extension.
 
typedef enum _Evas_GL_Color_Format Evas_GL_Color_Format
 Surface Color Format.
 
typedef enum _Evas_GL_Depth_Bits Evas_GL_Depth_Bits
 Surface Depth Format.
 
typedef enum _Evas_GL_Stencil_Bits Evas_GL_Stencil_Bits
 Surface Stencil Format.
 
typedef enum _Evas_GL_Options_Bits Evas_GL_Options_Bits
 Configuration Options. More...
 
typedef enum _Evas_GL_Multisample_Bits Evas_GL_Multisample_Bits
 Configuration Option for Multisample Anti-aliased (MSAA) rendering surface. More...
 
typedef void GLvoid
 
typedef char GLchar
 
typedef unsigned int GLenum
 
typedef unsigned char GLboolean
 
typedef unsigned int GLbitfield
 
typedef signed char GLbyte
 
typedef short GLshort
 
typedef int GLint
 
typedef int GLsizei
 
typedef unsigned char GLubyte
 
typedef unsigned short GLushort
 
typedef unsigned int GLuint
 
typedef float GLfloat
 
typedef float GLclampf
 
typedef signed int GLfixed
 
typedef signed long int GLintptr
 
typedef signed long int GLsizeiptr
 

Enumerations

enum  _Evas_GL_Color_Format {
  EVAS_GL_RGB_888 = 0,
  EVAS_GL_RGBA_8888 = 1
}
 Surface Color Format.
 
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
}
 Surface Depth Format.
 
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
}
 Surface Stencil Format.
 
enum  _Evas_GL_Options_Bits {
  EVAS_GL_OPTIONS_NONE = 0,
  EVAS_GL_OPTIONS_DIRECT = (1<<0)
}
 Configuration Options. More...
 
enum  _Evas_GL_Multisample_Bits {
  EVAS_GL_MULTISAMPLE_NONE = 0,
  EVAS_GL_MULTISAMPLE_LOW = 1,
  EVAS_GL_MULTISAMPLE_MED = 2,
  EVAS_GL_MULTISAMPLE_HIGH = 3
}
 Configuration Option for Multisample Anti-aliased (MSAA) rendering surface. More...
 

Functions

EAPI Evas_GLevas_gl_new (Evas *e)
 Creates a new Evas_GL object and returns a handle for gl rendering on efl. More...
 
EAPI void evas_gl_free (Evas_GL *evas_gl)
 Frees the created Evas_GL object. More...
 
EAPI Evas_GL_Configevas_gl_config_new (void)
 Allocates a new config object for the user to fill out. More...
 
EAPI void evas_gl_config_free (Evas_GL_Config *cfg)
 Frees a config object created from evas_gl_config_new. More...
 
EAPI Evas_GL_Surfaceevas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h)
 Creates and returns new Evas_GL_Surface object for GL Rendering. More...
 
EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf)
 Destroys the created Evas GL Surface. More...
 
EAPI Evas_GL_Contextevas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx)
 Creates and returns a new Evas GL context object. More...
 
EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx)
 Destroys the given Evas GL context object. More...
 
EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx)
 Sets the given context as a current context for the given surface. More...
 
EAPI const char * evas_gl_string_query (Evas_GL *evas_gl, int name)
 Returns a pointer to a static, zero-terminated string describing some aspect of evas_gl. More...
 
EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name)
 Returns a GL or the Glue Layer's extension function. More...
 
EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns)
 Fills in the Native Surface information from the given Evas GL surface. More...
 
EAPI Evas_GL_APIevas_gl_api_get (Evas_GL *evas_gl)
 Get the API for rendering using OpenGL. More...
 

Detailed Description

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 illustrative example of how to use OpenGL to render to an object in Evas.

// 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 *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;
GLData *gld = NULL;
// regular low-leve EFL (ecore+ecore-evas) init. elm is simpler
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
// 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
// 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
// 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);
//-//
//-//-//-// 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);
// 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
// begin the mainloop and tick over the animator, handle events etc.
// also windowing system generic
// standard EFL shutdown stuff - generic for most systems, EFL or not
return 0;
}
static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
// on delete of our object clean up some things that don't get auto
// celeted for us as they are not intrinsically bound to the image
// object as such (you could use the same context and surface across
// multiple image objects and re-use the evasgl handle too multiple times.
// here we bind them to 1 object only though by doing this.
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
evas_object_data_del(obj, "..gld");
// Do a make_current before deleting all the GL stuff.
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
evas_gl_surface_destroy(gld->evasgl, gld->sfc);
evas_gl_context_destroy(gld->evasgl, gld->ctx);
evas_gl_free(gld->evasgl);
free(gld);
}
static void
on_pixels(void *data, Evas_Object *obj)
{
// get some variable we need from the object data keys
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
GLfloat vVertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
int w, h;
// get the image size in case it changed with evas_object_image_size_set()
// 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.
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;
}

Typedef Documentation

Configuration Options.

Since
1.1

Configuration Option for Multisample Anti-aliased (MSAA) rendering surface.

Only works in supported device.

Since
1.2

Enumeration Type Documentation

Configuration Options.

Since
1.1
Enumerator
EVAS_GL_OPTIONS_NONE 

No extra options.

EVAS_GL_OPTIONS_DIRECT 

Optional hint to allow rendering directly to evas' window when possible.

Configuration Option for Multisample Anti-aliased (MSAA) rendering surface.

Only works in supported device.

Since
1.2
Enumerator
EVAS_GL_MULTISAMPLE_NONE 

No multisample rendering.

EVAS_GL_MULTISAMPLE_LOW 

MSAA with mininum number of samples.

EVAS_GL_MULTISAMPLE_MED 

MSAA with half the number of max samples.

EVAS_GL_MULTISAMPLE_HIGH 

MSAA with maximum allowed samples.

Function Documentation

EAPI Evas_GL* evas_gl_new ( Evas e)

Creates a new Evas_GL object and returns a handle for gl rendering on efl.

Parameters
eThe given evas canvas OpenGL is to be used on.
Returns
The created evas_gl object, or NULL on failure.
EAPI void evas_gl_free ( Evas_GL evas_gl)

Frees the created Evas_GL object.

Parameters
evas_glThe given Evas_GL object.

References evas_gl_context_destroy(), and evas_gl_surface_destroy().

EAPI Evas_GL_Config* evas_gl_config_new ( void  )

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 void evas_gl_config_free ( Evas_GL_Config cfg)

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 Evas_GL_Surface* evas_gl_surface_create ( Evas_GL evas_gl,
Evas_GL_Config cfg,
int  w,
int  h 
)

Creates and returns new Evas_GL_Surface object for GL Rendering.

Parameters
evas_glThe given Evas_GL object.
cfgThe pixel format and configuration of the rendering surface.
wThe width of the surface.
hThe height of the surface.
Returns
The created GL surface object, or NULL on failure.

References eina_list_prepend().

EAPI void evas_gl_surface_destroy ( Evas_GL evas_gl,
Evas_GL_Surface surf 
)

Destroys the created Evas GL Surface.

Parameters
evas_glThe given Evas_GL object.
surfThe given GL surface object.

References eina_list_remove().

Referenced by evas_gl_free().

EAPI Evas_GL_Context* evas_gl_context_create ( Evas_GL evas_gl,
Evas_GL_Context share_ctx 
)

Creates and returns a new Evas GL context object.

Parameters
evas_glThe given Evas_GL object.
Returns
The created context, or NULL on failure.

References eina_list_prepend().

EAPI void evas_gl_context_destroy ( Evas_GL evas_gl,
Evas_GL_Context ctx 
)

Destroys the given Evas GL context object.

Parameters
evas_glThe given Evas_GL object.
ctxThe given Evas GL context.

References eina_list_remove().

Referenced by evas_gl_free().

EAPI Eina_Bool evas_gl_make_current ( Evas_GL evas_gl,
Evas_GL_Surface surf,
Evas_GL_Context ctx 
)

Sets the given context as a current context for the given surface.

Parameters
evas_glThe given Evas_GL object.
surfThe given Evas GL surface.
ctxThe given Evas GL context.
Returns
EINA_TRUE if successful, EINA_FALSE if not.

References EINA_FALSE.

EAPI const char* evas_gl_string_query ( Evas_GL evas_gl,
int  name 
)

Returns a pointer to a static, zero-terminated string describing some aspect of evas_gl.

Parameters
evas_glThe given Evas_GL object.
nameSpecifies a symbolic constant, one of EVAS_GL_EXTENSIONS...

References EINA_FALSE.

EAPI Evas_GL_Func evas_gl_proc_address_get ( Evas_GL evas_gl,
const char *  name 
)

Returns a GL or the Glue Layer's extension function.

Parameters
evas_glThe given Evas_GL object.
nameThe name of the function to return.

References EINA_FALSE.

EAPI Eina_Bool evas_gl_native_surface_get ( Evas_GL evas_gl,
Evas_GL_Surface surf,
Evas_Native_Surface ns 
)

Fills in the Native Surface information from the given Evas GL surface.

Parameters
evas_glThe given Evas_GL object.
surfThe given Evas GL surface to retrieve the Native Surface info from.
nsThe native surface structure that the function fills in.
Returns
EINA_TRUE if successful, EINA_FALSE if not.

References EINA_FALSE.

EAPI Evas_GL_API* evas_gl_api_get ( Evas_GL evas_gl)

Get the API for rendering using OpenGL.

Parameters
evas_glThe given Eva_GL object.
Returns
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.