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Data Structures | Macros | Typedefs | Enumerations | Functions
Rendering GL on Evas
Canvas Functions

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_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_GL * | evas_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_Config * | evas_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_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. 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_Context * | evas_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_API * | evas_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_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(0.0, 0.0, 1.0, 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;
}

## Typedef Documentation

typedef enum _Evas_GL_Options_Bits Evas_GL_Options_Bits

Configuration Options.

Since
  1.1

typedef enum _Evas_GL_Multisample_Bits Evas_GL_Multisample_Bits

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

Only works in supported device.

Since
  1.2

## Enumeration Type Documentation

enum _Evas_GL_Options_Bits

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.

enum _Evas_GL_Multisample_Bits

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

  e | The 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_gl | The 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_gl | The given Evas_GL object.
  cfg | The pixel format and configuration of the rendering surface.
  w | The width of the surface.
  h | The 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_gl | The given Evas_GL object.
  surf | The 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_gl | The 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_gl | The given Evas_GL object.
  ctx | The 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_gl | The given Evas_GL object.
  surf | The given Evas GL surface.
  ctx | The 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_gl | The given Evas_GL object.
  name | Specifies 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_gl | The given Evas_GL object.
  name | The 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_gl | The given Evas_GL object.
  surf | The given Evas GL surface to retrieve the Native Surface info from.
  ns | The 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_gl | The 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.